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Deus ex Historica
James Stubbs and Don Walsh
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2 PG: TITLE:
Table of Contents
Backers and Artists 4 Sky Wave 91
What is Deus ex Historica? 5 Sonar Girl 94
Deciphering the Cipher 6 The Redeemer Famility 97
Danni Cipher 7 Redeemer 98
The Golden Age Tone 10 Faith 101
The Vanguard of America 11 Troublemaker 104
Captain V 12 The Second Chance Squad 107
Constable 15 Col. John Whitehorse 109
Ghost Boy 18 B.U.B. (Built Under Budget) 112
Grenadier 21 Dr. Calvin “Cal” Martin 114
Jumping Jack and Jill 24 Monk 117
Radar Man 29 Dr. Martha Rodriquez 119
Troublershooter 32 Thomas Alvin Wilson 121
Heroes from the Pulps 35 The Watchful Gaze 123
Cowboy Commando 36 Aiyana Skydancer 125
Haymaker Jake Pearl 39 Moon Dog 128
Professor Hugo Hereafter 42 Old Blue 131
Villains of the Golden Age 45 Revenant 133
Buzzbomb Gang 46 Villains of the Silver Age 136
Dart 53 Gorog the Unstoppable 137
Hive King 56 Indrik 140
Lady Pendergrass 59 Matador 143
Lariat 62 Mother Bear II 146
Midnight 65 Operative F 149
Mist 68 Plutonium Man 152
Mother Bear I 71 Polkovnik Oktober 155
Murakumo Bushi 74 Riders of the Night 158
Second-Story Man 77 The Bronze Age Tone 166
Vivienne of Aquitaine 80 The Aquarians 167
Von Ärgers 83 Black Hammer 168
The Silver Age Tone 86 Golden Dawn 171
The Radar Family 87 Greenway 174
Radar Man 88 Maiden of the Mist 177
TITLE: PG: 3
DANNI CIPHER
Unknown, 19; 5’4”, 145 lbs., blue eyes, jet black hair with purple and pink streaks.
Really: Danni Cipher Human Space, you can rewrite the laws of physics,
A part of: the Parallels Institute and make “temporal engineering” work. But where
Based out of: the far future of Earth people see a way to do something, especially new
Worked as a: temporal archaeologist; others like to and exciting, very rarely does the will arise quick
call me an adventurer too, but I don’t see it. enough to ponder “should we do this something?”.
Active during: My home time has its own heroic So people jumped on the time travel bandwagon
age, but we haven’t really named it yet; of course, I and now we’re in a mess. Now we’re divorced from
prefer operating in the past, any age is better than our own history, a chronal island adrift on a time
my present. stream. Thankfully, Human Space is being held
together by massive Niven Capacitors and Clarke
Looks: People always call me petite, a pixie, just Field Generators, so we have a window of opportu-
because I’m only five-four, and I like gymnastics, nity to explore the histories of all times, to find ours
and look it. It’s just ‘streamlining’ to help me move and somehow reattach it to the present-day future.
through the time-stream, it’s got nothing to do with Why do we need to worry about that, if our control
the fact that I’m small and ‘cute’ like everyone else
says about me. So what if I like to keep my black
hair streaked like the time-stream, I think that’s
just fun and keeps an otherwise tedious workplace
vibrant and alive. I’m a serious scientist and wish
people would see past the “adorable” and just me.
of the universe is so absolute? Well, we can rewrite handy. Others call me a genius, and I’m an expert in
the laws of the universe, but when we managed to temporal physics. I also have a couple of really great
crack that system...months, years, decades, centuries gadgets to help me out.
ago?...there was another shocking discovery facing The first are super-reality sensors, kind of what
us; turns out, entropy is not a physical law to be used to be called augmented reality back at the
rewritten like computer code. Oh no. It turns out, turn of the 21st century. It helps me communicate
entropy just...is. Or isn’t, I guess. Nope, Entropy with anyone and read anything, as well as giving
fits itself into each and every paradigm we generate, me a sense of time shifts, and the recent past and
just as naturally as can be, and so our staving off of future around people and objects. Then there’s my
ultimate oblivion while we search for our past will Stayzer gloves, which I use to manipulate the time
eventually fail, due to entropy. stream. Mainly, they’re good for time traveling, but
Then again, difficulty, danger, and deadlines make I can also use them to disconnect people from time,
me feel alive, makes those of us in the Institute feel bringing them to a standstill. A very helpful, harm-
alive again. After all, aren’t the greatest stories and less way of getting out of a bad situation.
legends from all possible histories derived from just
this combination of ingredients? On the other hand I could be a meddler. I could
be out there making the timelines worse. Maybe I’m
Psychology (snuck this little excerpt from a recent the villainous mastermind no one believes exists. Af-
performance review) Danni is a curious, eager and ter all, who’d suspect the cute little pixie who works
excitable young explorer of the lost past, and the so hard in the very heart of the enemy I’d seek to
lead agent for the Parallels Institute. Despite being destroy?
intelligent and level-headed, Danni’s curious mind
has found many terrible, evil conspiracies at work.
Danni has become convinced that the Grand Catas-
Campaign Use
Danni Cipher is a “supporting character” in the
trophe was caused by a singular “villainous mas-
main story of the heroes, from a far future in des-
termind” somewhere in the past, and not a simple,
perate trouble. Danni’s sure that a secret foe is hid-
tragic accident as the rest of Humanity accepts. As
den in the past, trying to destroy everything. Danni
a result, this agent has spent much time carefully
can be a useable player character, if a little under-
digging in the places once used by “superheroes”,
powered for a standard super-hero campaign, but
their records and trophies, and the exalted tales and
has some useful skills and has a few neat little tricks
bizarre world of the superhuman communities of
to provide a different kind of role in a group, mostly
the past, to excavate the evidence and expose this
slowing down enemies, and providing information
villain at last. Danni is eager, resourceful, smart and
to resolve a mystery. The Postcognition and Precog-
friendly, and committed to acting like the “true he-
nition in the super-sensitive sensors can be thwarted
roes” of the past, not just the masked ones. Danni’s
if need be by the fact that her timelines according
beliefs need monitoring, to ensure that they don’t
to Danni’s information are fragmented into many
push our best agent into paranoia.
possibilities.
Danni’s biggest use is as a strange look into the fu-
Known Abilities As a time traveler, my body’s been
ture, helping to uncover a terrible mystery that can
enhanced with certain twists to my basic, intrinsic
carry the players’ characters across all the ages listed
nature. I can reset myself as a result, recovering
in this book in an epic campaign. The big question
quickly from injury, and it even preserves me as I
she brings up; is there a mastermind like Danni be-
am, knowledge, abilities and gear intact if there’s
lieves? Or it just might be that the true mastermind
some kind of shift in the timestream all around
has yet to be revealed…
me. I call it temporal inertia, and it’s pretty darned
TITLE: PG: 9
Captain V
Male, 25, 5’8”, 175 lbs., brown eyes, black hair
Really: Theodore Morris one, he was soon on the next ship back home. The
A part of: the Vanguard of America government needed these new superhumans at
Based out of: New York City, New York home rather than risking them in a shooting war.
Worked as: an insurance salesman. The government wanted him for a group of these
Active during: the Golden Age new supers to act in the best interests of the nation,
especially if it involved tracking down Nazi agents.
Looks: Captain V is of a average height and weight He started his career as Captain Velocity (the
and sports the military look his name implies. He name he picked himself ), but his allies called him
wears a red half-mask that allows his black hair to Captain V for short. In time, the public thought the
spill out of the top and his brown eyes are covered V stood for Victory, as was the slogan of the day.
with a pair of old aviator-style goggles. Ted wears a Everything was Victory gardens and Victory pies,
green “button across” vest with gold trim and tassels so now they had a Victory Captain. Ted just settled
on the shoulders and a large red “V” on the front. on Captain V, and eventually ended up leading the
His uniform is completed by leather gloves and Vanguard of America into the annals of history.
boots and red pants.
Psychology: Captain V is a fervent defender of de- spin” on the traditional speed powers, but they do
mocracy. Unlike Cowboy Commando who tempers similar things for combat. He’s capable enough to
his beliefs with pragmatism, Ted can often let his not need his movement powers, though he’ll need
fervor get the better of him and cloud his judg- to be extra-careful in that case. He’s a true patriot,
ment in his rush to categorize everything as black or and a director of his team, and for story purposes,
white. That fervor also extends to his hatred of the his military connections and outlook on the ene-
communists and he will often let his zeal blind him mies of America. Despite the United States working
to extenuating circumstances. with the Soviets for the war, Captain V sees them
as the bigger threat, and that can provide some
Known Abilities: Ted Morris can slow things or interesting story-telling, especially for more liberal
people down, giving the impression that he is mov- team-mates, and if they get a chance to team up
ing at super speed. He can generate a field that saps with Soviet characters like Mother Bear.
speed from any living creature or vehicle that Cap-
tain V chooses. It really wouldn’t be a good thing to
mess up your own buddies. Anyone affected by this
Adventure Seeds
Captain V is in a stalemate with The Dart in a bat-
speed theft is left disoriented and vulnerable but, if
tle in the theater district. The rest of the Vanguard is
Captain V is unable to steal anyone’s speed, his own
busy elsewhere and can’t get there in time. It’s up to
power rebounds on him!
the heroes to help Ted defeat the Dart and his gang
of criminals who are out to rob the wealthy theater
As his power kicks in, the perceptions of those
attendees of their jewels and money.
caught in it slow down, giving Captain V the il-
lusion of super speed. While in this state, he can
Captain V has been framed for murder. A body of a
“move” at 120 miles per hour and seems to be land-
known communist organizer has been found inside
ing punches quickly (but he isn’t). In addition, Cap-
his home, horribly beaten to death. An incomplete,
tain V carries a pistol but rarely uses it, preferring it
bloody note written in the dead man’s handwriting
to be more of a symbol of the war effort rather than
seemingly implicates the Captain. It’s obviously a
a real weapon. He is trained to use it if he needs to.
frame job, right? Who would set up something like
this? And what did the dead man intend on writing
On the other hand: In another timeline, Captain
on the rest of the note?
V became enraged at the United States’ willingness
to work with the Reds and he went rogue, killing
several communist agents and a few g-men who Customization Notes
had been escorting them to prison. He is now on
the FBI’s Most Wanted list and is considered public
enemy number one. Captain V doesn’t care. If the
government lacks the guts to do what needs to be
done, he’ll do it. The country is probably crawling
with commies and he’ll root them out and deal with
the problem his own way.
Campaign Use
Captain V is a leader and fighter, the point man for
a group of super-people, in this case the Vanguard.
He has movement powers that put a “reverse top-
14 PG: TITLE:
SKILLS COMPLICATIONS
Athletics 8 (+10), Close Combat (Unarmed) 3 (+8), Motivation-Patriotism: Captain V is a fervent
Expertise (Military) 5 (+6), Intimidation 4 (+4), believer in Democracy and the American Way, and
Perception 6 (+8), Persuasion 6 (+6), Ranged Com- is eager to prove the strength of U.S.’s ideals at every
bat (Pistols) 6 (+10) opportunity; this makes him an inspiring leader, but
can occasionally blind himself to faults and corrup-
ADVANTAGES tion
Close Attack 2, Defensive Attack, Equipment 2,
Evasion 2, Fast Grab, Grabbing Finesse, Improved Fool Me Twice: Captain V isn’t an idiot, and is
Initiative, Leadership, Move-by Action, Power At- aware that corruption can rear its ugly head; he
tack, Teamwork reserves his greatest justice for those miscreants who
would pervert the cause of America
Constable
Male, 26, 6’3”, 225 lbs., blue eyes, brown hair
Really: Robert Carter saving the scientist.
A part of: the FBI, and their liaison to the Van- That’s how Robert Carter became the Con-
guard of America stable. Why a British code-name for a distinctly
Based out of: Washington, D.C. American super-agent? Good question, one I’ve
Worked as: an agent of the FBI, and acted as their not really been able to answer. Possibly because
official super-hero Rayburn was British, and often called Robert
Active during: the Golden Age that as a nickname. Regardless of the source of
his name, Constable quickly became a respected
Looks: The first thing you notice about Robert is agent of the law, later becoming the FBI’s contact
his height. He’s one tall guy, well over six feet. He’s with the Vanguard of America.
in great condition too, though he’s not over-mus-
cled. Even when empowered, he doesn’t get much
larger. He’s got nice blue eyes, wavy brown hair he
keeps trimmed short, and looks...perfectly average,
despite his height. It’s the FBI way - look nonde-
script, like one business-suited wall of law. Great
costume though!
On the other hand: Robert could see the writing on A sensation-seeking yellow journalist is writing
the wall during Prohibition. Rampant crime and the about the punishment Constable unleashes on sus-
increasing power of the syndicates shows the impo- pects, and wondering when it will be turned on the
tence of law enforcement, and Robert could easily public. The treatments that empower him can only
want a piece of the action. As he applies his no- be unhinging his mind, he asserts, and before Con-
nonsense approach to building a criminal empire, stable can say otherwise, he blacks out in a battle,
his influence grows. When he learns of Rayburn’s waking up to find destruction all around him. Is
discovery, Carter sends his own men to stop the Axis he really starting to go into psychotic rages? Is the
attempt, and bring the scientist into the fold. With vitolite making him crazy? Or is there a vengeful foe
the vitolite treatment empowering Robert’s crimi- out to make the super-agent look bad and have him
nal dreams, he becomes the Crime Lord, and turns stripped of his powers and fired from the FBI?
his attentions to building a nation-wide criminal
empire.
TITLE: PG: 17
GHOST BOY
Male, 14, 5’6”, 130 lbs., hazel eyes, brown hair
Really: Edward Ross to ghosts, you’re not going to be able to contribute
A part of: the Vanguard of America a whole lot to a fighting team when things get bad.
Based out of: New York City, New York This was another blow to the young man’s self-
Worked as: a middle school student confidence.
Active during: the Golden Age Edward still did what he could. He made a good
scout thanks to his ability to turn invisible. As he
Looks: Ghost Boy is an average-looking fourteen gained more experience with his powers, he dis-
years old boy that is kind of skinny. He’s got nice covered that he could fly and protect himself if, he
brown hair that he likes to wear a little longer and could convince the local ghosts to help him. He still
shaggier than typically acceptable for this time. His felt useless on the Vanguard, but at least he wasn’t
costume is a classic example of the mystery man as useless as before. The rest of the team saw him
look; a simple white shirt and pants, boots and as more of a mascot than an equal; still, he had his
gloves, a nice cape that attaches at the wrists, and a moments of brilliance, and the team liked him more
half mask with his mouth exposed. He’s even got a than he ever believed they did.
big “G” in black on the chest.
Psychology: It’s tough enough being a teenager, and could become a terribly dangerous prankster as a
having a global conflict on top of it makes things result, calling himself the Boogeyman. Vengeful
harder. But poor Edward feels like he’s stuck be- ghosts could find their way to this “living spirit,”
tween two worlds, never really sure if he’s more alive who can provide them a chance to work out their
than dead, or vice versa. His powers rely on the help aggressions on the world of the living. [As a villain:
of spirits in the area, making them inconsistent at remove the Persuasion Check Required limitation on
times. It’s unnerving, inhabiting a realm of ghosts all his Ghost Talking powers.]
while surrounded by the living, and makes it hard
for him to connect with anyone unused to superhu-
mans, let alone teens his own age. All of this wears
Campaign Use
Ghost Boy is the outsider of the Vanguard of
on Edward’s already-low self-esteem. Part of him
America. He is only there because he feels obligated
blames his uncle for his state, but he knows that
by his uncle to be there, and the two don’t see eye-
Professor Hereafter is responsible for his place with
to-eye after the accident that gave Ghost Boy his
the Vanguard, and others like himself. In the end,
powers. Edward also feels inadequate due to powers
he’s a mixed-up kid with creepy powers who just
that don’t seem that useful or reliable compared to
wants a normal life.
those of the others. It doesn’t help that he’s the only
kid on the team and everyone just seems to talk
Known Abilities: Edward can see dead people. He
down to him. This is the mascot/student in need of
can talk to them as well, thanks to his exposure to
a mentor figure who can reach him and show him
the spirit world. And with enough coaxing, he can
how things can be better. Stories based around his
get them to grant him their abilities: to turn invis-
being on the border of the living and dead can lend
ible, fly, or even resist damage by turning untouch-
a nice change of pace to the Vanguard, with weird
able where the attack strikes. While some might
adventures and outright horror-touched villains
view these powers as weak (Ghost Boy certainly
being right in his bailiwick. In group dynamics,
does), he lacks my perspective and doesn’t know
he’s the ultimate scout, able to sneak around, fly, or
who he would become with a greater appreciation
(with creative use of his Comprehend and possible
for his abilities.
power stunts) have spirits tell him what they know
To make up for his “weak” powers, Ghost Boy
of an area, or get into places even he can’t reach. He
has thrown himself into learning to box under his
seems weak on paper, but his growth is wide open,
“Uncle Haymaker Jake,” and learning investigation
both mechanically and narratively.
techniques to make himself more useful on cases.
GRENADIER
Male, 24, 5’9”, 215 lbs., blue eyes, blond hair
Really: Douglas Broder and their vehicles destroyed with a single punch.
A part of: the Vanguard of America His overall impact on the war was minimal, being
Based out of: New York City, New York only one superhuman, and new tactics countered
Worked as: a staff sergeant in the U.S. Army what he could do. He was given a role battling
Active during: the Golden Age saboteurs and spy rings, and eventually joining the
Vanguard as a military liaison. When more power-
Looks: Grenadier has the chiseled superhero phy- ful enemy super-agents started to appear, Grenadier
sique. He’s got great blond hair, shaved short of smiled in excitement: at last, foes he could go all out
course, and gorgeous blue eyes. His head is covered against, like on the front lines.
in a white army helmet with only a red domino The project that created Grenadier was ultimately
mask to conceal his identity. His one-piece bodysuit considered a failure by the Army because they were
is solid blue with a white stylized eagle on his chest, unable to replicate his creation. But the man himself
and white gloves and boots. is a powerful symbol of the American Dream in the
darkest years of the war.
Known History: Douglas Broder was a career
soldier before it was really cool to join the military.
He had a natural instinct for the military life, and
quickly made his way up the NCO ranks. He didn’t
know that his superiors noticed his natural health
and strength (records showed he never had a sick
day in his life), and tagged him for a special offer at
the start of 1942. He wasn’t alone though; a number
of other career soldiers were tagged as well. When
the base commander finally told them they wanted
to create super-soldiers, and sought volunteers from
this candidate pool, not a single man backed out.
They isolated each soldier and used a different
series of chemical serums, radiation exposures and
mechanical augmentation on each one. It was hoped
that at least a few of the different methods would
bear fruit. Most of the other tests resulted in failure,
but for whatever reason, one specific combination
of chemicals worked on Sgt. Broder when it hadn’t
worked on anyone else. It bulked the young man’s
physique with tremendous muscles and gave him an
ability to generate explosions from kinetic blows.
Broder was sent off to war, where he had an im-
mediate impact in his region. Nazi squads retreated
when they watched their bullets bounce off of him
22 PG: TITLE:
On the other hand: There’s more than one Earth A mad scientist has found a ray that will nullify the
where Nazi science is much more successful, and explosive qualities of any device or chemical com-
where they created Grenadier, and instead named pound. This has left Grenadier as the only explo-
him Donner-Krieger (“Thunder Warrior”). They un- sive force to defend America from prowling Axis
leashed him against the Allied forces to devastating super-subs. Evidence indicates that the villain has
effect at first. Depending on the timeline, Donner- an army of bank robbers ready to unleash a crime
Krieger survives the war to menace the world while wave that will steal enough money to build a bigger,
building a Fourth Reich; dies defending Berlin better version of the ray – one that will shut down
against all odds; turns the tide of Allied invasion the country, and Grenadier’s powers. Will Grena-
and secures a Nazi victory. In all of them, Donner- dier follow orders to defend the coastline and try to
Krieger is still the smiling golden boy of explosions, sink a sub that might not exist, or go after the more
enjoying a good fight, with a patriotic zeal and a dangerous threat with his team-mates?
string of successful missions that mean nothing but
misfortune for his enemies.
TITLE: PG: 23
EQUIPMENT COMPLICATIONS
Combat Knife, Damage 1, 19-20 critical Motivation—Patriotism: Grenadier honestly be-
lieves America is the greatest hope for freedom and
Heavy Pistol, ranged Damage 4 justice across the world. While a decent guy, he can
also occasionally slip into “Ugly American” mode.
Walkie-talkie, binoculars, gas mask
Nice Guy: Grenadier comes from the farm belt
SKILLS of America. He is unused to large cities, and has a
Athletics 3 (+9), Close Combat (Unarmed) 2 heartfelt conviction in the Bible, American Pie and
(+5), Expertise (Soldier) 6 (+7), Perception 4 (+6), good people. This can make it tough for him to
Persuasion 5 (+7), Ranged Combat (Guns) 3 (+5), notice scams, lies, ambushes and bad orders.
Stealth 4 (+5), Vehicles 3 (+5)
Secret Identity: His duty as the Grenadier is clas-
ADVANTAGES sified top secret; his commanding officer knows of
Accurate Attack, Close Attack 3, Connected, his dual identity, but he may be assigned only to
Defensive Attack, Equipment 3, Extraordinary Ef- COs that have a high enough security clearance. It
fort, Great Endurance, Improved Smash, Inspire 2, is actually a federal offense for him to voluntarily
Ranged Attack 2, Ultimate Resistance (Fortitude) share his identity with anyone not cleared by his
command. That could include some (if not all) of
his team-mates.
Really: Jumping Jack was really John Jackson, despite all the odds against him. Being near one of
Jumping Jill was really Jennifer Jackson the busiest intersections in the United States didn’t
A part of: the Vanguard of America, and an active hurt though, I bet. From what I’ve seen, the Four
partnership on their own Corners in Newark had some of the most traffic,
Based out of: Newark, New Jersey auto and foot, recorded for that time. Good luck
Worked as: Jack as a mechanic, while Jill was a high and lots of perseverance kept the Jacksons working
school student and later nurse’s aide and making ends meet. More than that though,
Active during: the Golden Age; Jill stuck it out a Buddy was a local hero. No wonder his kids would
little into the Silver Age grow up to do what they did; Buddy employed as
many people as he could, and he often bartered
Looks: John Jackson’s a pretty good-looking guy, auto repairs for food, or clothing, or other stuff that
with an average but solid build of muscles built up could keep his neighbors going. The consequences
by years of working in his dad’s garage. He keeps of his actions were profound. He was beloved, his
his hair very short, and prefers to dress in a relaxed neighbors limped on through the years, and or-
style, often in denim overalls. Despite it all, he’s ganized crime in the area found itself with a new
fastidious, well-groomed and clean for a “grease competitor. See, Buddy was about as clean-cut as
monkey”. they came, and his friends had no trouble keeping
Jenny Jackson is a sturdy young woman with his standards, since Buddy was keeping their fami-
broad shoulders and a sharpness to her features lies fed and housed.
that keeps her from being viewed as “convention- So organized crime fought back. To be precise,
ally pretty”, though I sure don’t mind checking out Charles “Chucky” Tervil fought back. Also a vet-
the archival references. She likes to keep her hair eran of the Great War, Chucky had been one of
shoulder-length, and avoids makeup, but does enjoy the Marines who started the legend that German
dressing pretty when not on the job or out in her soldiers call Marines “Teufel Hunden”, or “devil
masked identity. dogs.” He even liked to call himself Teufelshund.
He developed a fearsome reputation as he gathered
Known History: When the “War to End All Wars” underworld power, but ran into the stumbling block
finally closed out, James Jackson (Buddy, to his of hard-working, unassuming Buddy Jackson. With
friends) came home and did what he wanted to do his efforts stymied by one shmoe, Tervil decided to
before being sent Over There; he opened a garage do what had to be done. Buddy became the victim
and married his sweetheart, Theresa (Tessa, to her of a terrible accident in his garage, trapped inside as
friends). When the twins were born, it made the carbon monoxide from the car he worked on filled
whole dream feel complete. It was only a few years the building.
after John and Jennifer Jackson were born that the I’ve already mentioned that John Jackson idolized
country entered the Great Depression. Companies his father, as stern but loving mentor and guiding
closed, people were out of work, and life got so light. John, only seventeen, set out to follow in his
much harder than it ever really should. But Buddy footsteps. It wasn’t easy; being so young, the coun-
was amazing; somehow, he kept his garage operating try still struggling with Depression and crime, John
TITLE: PG: 25
was nearly overwhelmed, but Tessa and Jenny did Psychology: The Jumping Jacks are good people,
all they could to support him. He kept the garage brought up to be respectful, dependable, and re-
going, he kept people working, and he became sponsible. They learned their life lessons well, and
Devil Dog’s next target. John made the surprising put them into action in both of their identities.
discovery one night of how Buddy had made some They are family-oriented, forever racing to each
of his money: it turned out Buddy was a brilliant other’s aid regardless of circumstances, and never
innovator in the undeveloped field of rocketry and backing down from a threat. They can also be cagey,
aerodynamics. He’d kept it secret; as Buddy would intelligent and cautious; they know full well where
be the first to say, “I ain’t no egghead.” But he’d got- their cool gadgets are still quite vulnerable. They’re
ten a couple of patents and sold them to interested more than ready to retreat when it makes sense, and
companies, and this nest egg had kept the neighbor- to make plans to tackle dangerous threats when the
hood going. It also gave John an idea. John inherit- odds are with them.
ed more than a good heart and strong back from his John Jackson is the quintessential older brother;
father, and he was pretty smart at this mechanical the man of the house, the breadwinner, the one who
stuff too. Inspired by other adventurers and masked shoulders all the burdens (despite the fact that Jenny
heroes, he built the secret identity Jumping Jack. He was technically born first). John is quiet, thought-
developed a special pair of spring-mounted boots ful and loves to get his hands dirty in all sorts of
that let him move quickly and leap tremendous work. When not in his garage tackling an engine,
distances. He also designed an arsenal of throw- or out bounding around the city fighting crime, he
ing discs that would give him a non-lethal ranged enjoys working around the home. He is actually
attack. His sister learned of this dual life despite his quite smart, but much like his father, prefers to be
best efforts, and she insisted on helping out. As the a blue-collar worker, saving the “geek work” for the
Jumping Jacks, they were eventually able to send the Jumping Jacks.
Devil Dog to prison for the murder of their father Jenny Jackson, on the other hand, is much more
and other crimes. They continued their activities, light-hearted about her duties. She enjoys the abili-
garnering praise for their protection of innocent ties her secret identity grants her, and the freedom
people, and breaking up other criminal enterprises. she has in the mask, but she’s also surprisingly sup-
This eventually brought them to the attention of portive, thoughtful and compassionate. She’s not all
the Vanguard of America, and when the group was about the thrills and chills, though she does enjoy a
captured in a mission gone bad, the Jumping Jacks snappy retort during swashbuckling combat. She’s
were recruited by Troubleshooter to help save the also about making sure that people are safe, warm
day. They were offered membership and joined up. and fed. She’s a mother-in-training, in a way; she
The Jumping Jacks remained active throughout has no shame in being a home-maker. She likes the
the Second World War, working on their own in cooking and the care-taking, if not all the cleaning
Newark or fighting with the Vanguard home and and laundry involved. This eventually leads her to
abroad. They remained active for a little while after a career in nursing, after she leaves adventuring the
the end of the war, but eventually John retired his first time. It’s what leads her to don the mask in
mask to continue in his father’s footsteps: he mar- the first place. To her, the world’s many displaced
ried his sweetheart and settled down to enjoy the people, in trouble, in need, aren’t a burden, but an
fruits of years of hard work with good friends. opportunity for fun, excitement, and helping with
Jenny remained active on her own for a longer time, that big heart of hers.
before eventually attempting to settle down as well.
But she missed the action, the thrill of bounding
across the city skyline and bringing down evil-doers,
and eventually resurfaced with a new identity.
26 PG: TITLE:
Known Abilities: The Jumping Jacks had no in- abilities like the twins, convinced them to take over
nate superhuman abilities. All of their prowess Tervil’s operations. These are vicious, jaded, mean-
came from natural skill, and devices developed or spirited siblings, with no mercy and compassion,
refined by John. Both of the Jumping Jacks wore and a view of their neighborhood like that of a king
“jump boots,” footgear that housed a powerful set for his kingdom. The neighbors work for them, owe
of springs powered by innovative compressed air them everything, and anyone that disputes that will
cylinders. These enabled the Jacksons to leap up- be put down hard as an example. Of course, with
ward of 250 feet at a shot, and contained special this power and privilege comes paranoia, and the
absorbers to handle the shock of distant landings. once-close siblings are now starting to wonder when
They could also fire the cylinders to slow their falls the other will want the whole pie for themselves.
to safe speeds, essential in their skyline activities.
John carried around a number of “battle discs” as he
called them, carefully crafted hard rubber discs that
Campaign Use
The Jumping Jacks are street-level heroes that pro-
he could use to strike a person at range. He became
vide a player with a low-powered theme vigilante
so skilled at using them he could bounce them off
with a neat gimmick. They can also provide the GM
walls and other objects to reach enemies, as well as
with NPCs that can help bring other, perhaps more
throw them to intercept attacks made against allies.
powerful or more-detached, heroes back down to
When in hand-to-hand combat, he fought with a
earth. They give a view of what life was like in the
pair of batons.
Great Depression and the course of World War II,
Jenny preferred to fight with a short staff that
when social issues can come to the forefront of the
could fold in half and strap along her back for trans-
story.
port, and draw out to full extension in a swift sharp
Being very close twins gives a built-in emotional
motion. She was very skilled in its use, and could
bond between characters for a pair of players look-
inflict surprisingly powerful blows with it, as well as
ing to enjoy a family angle in their campaign story.
parry or deflect attacks against herself or others.
A lot of grist can be built up out of their tendencies
Jack was a skilled mechanic and had a knack for
to be over-protective of each other, especially if ro-
innovation with mechanical devices. Jenny was
mances are a part of the campaign. After all, is there
quite agile, and developed a number of techniques
anyone who will ever be good enough for one or the
for hiding, escaping bonds, and other tricks of
other Jackson?
prestidigitation. Both twins were very athletic and
acrobatic, coloring the nature of their identities.
Power Points: Abilities 56 + Powers 15 + Advantages 13 + Skills 21 + Defenses 15 = 120 total points
28 PG: TITLE:
Power Points: Abilities 56 + Powers 11 + Advantages 18 + Skills 19 + Defenses 16 = 120 total points
TITLE: PG: 29
RADAR MAN
Male, 24, 5’7” (8’ in armor), 160 lbs. (650 lbs. in armor), green eyes, brown hair
Really: Walter Kettering it was an eight foot tall robot with jets and a radar
A part of: the Vanguard of America dish – eventually Raymond caught on. Raymond’s
Based out of: Baltimore, Maryland wife Alice helped Walter take advantage of the in-
Worked as: radio repairman; part-time inventor novations in the suit to sell himself as a prominent
Active during: the Golden Age, and well into the engineer without revealing his identity. Radar Man
Silver Age became a member of the Vanguard of America, of-
ten considered their most powerful member (at least
Looks: Walter Kettering is a good-looking man in according to the Radar League Fan Club press kit I
his mid-twenties, with well-groomed light brown dug up). By the end of the Golden Age, Walter had
hair and bright green eyes. He also uses reading acquired his dream job as an engineer, moved into
glasses regularly when not in his armor. The Radar his own home, made his own family and stream-
Man armor is eight feet tall, heavy and bulky. It’s lined the armor. A happy ending to a true Golden
painted dull battleship gray; Walter is a brilliant Age giant, but not the end of his story.
engineer, not a cunning fashion designer.
Defense
Radar Unit, Communication 2 (radio; area, selec-
tive), Senses 11 (accurate ranged Radio, extended Dodge 4 Fortitude 6/4
1, counters illusion, counters all concealment) (23 Parry 4 Toughness 11/0
pts) Will 6
TROUBLESHOOTER
Female, 20, 5’8”, 175 lbs., green eyes, chestnut brown hair
Really: Katherine Landon bad guys and the law both, and didn’t stop after her
A part of: the Vanguard of America father was cleared. People loved her devil-may-care
Based out of: Houston, Texas attitude. Troubleshooter became a local hero despite
Active during: the Golden Age misgivings by city officials, and the older male soci-
ety she rankled.
Worked as: a dutiful daughter at first; after the War, Roger Carlsbad, a private detective, crossed paths
she’ll become a private investigator with Troubleshooter on several occasions. Over the
years, the two of them brought in a number of law-
Looks: Katherine Landon is a lovely young woman breakers. Eventually, Katie revealed her identity to
with chestnut brown hair hanging loose past her Roger, the only person she trusted with the knowl-
shoulders, and warm green eyes. She is tanned, edge. Together, Troubleshooter and Roger faced
healthy and athletic, with a cheerful face and ever- some of the worst that Houston, Texas, and occa-
present smile. When dressed up as Troubleshooter, sionally the whole of the U.S. had to throw at them.
she affects an “urban cowgirl” look with a heavy red
shirt, brown vest, and dark blue jodhpurs, though
she preferred red swashbuckler boots to the typical
cowboy boots. She wore a red half-mask to disguise
herself, with a bandanna and hat to complete the
look.
This early “Pulp Age” is represented by the three characters that follow.
Cowboy Commando, Haymaker Jake and Professor Hugo Hereafter are
‘mystery men’ and adventurers of the generation just before the Golden
Age. They remain semi-active, despite their advanced years, and provide
mentoring and advice to their successors. While they never accept an of-
ficial membership in the Vanguard of America, others consider them at
least honorary members, and the team looks up to them as role models.
COWBOY COMMANDO
Male, 50, 5’9”, 185 lbs., blue eyes, blond hair (graying temples)
Really: Cody Haynes Once home, the call to action kept nagging at him.
A part of: the Vanguard of America (reservist) One way or another, he found himself regularly
Based out of: New York City, New York heading back out into the world to battle mad-
Worked as: a rancher men, hunt monsters and stop evil. Each time, his
Active during: the Golden Age reputation grew, with books and magazines telling
his tales (or making them up wholesale), and more
Looks: Cody Haynes is a lanky man with blond movies were released depicting his life. He took it
hair, blue eyes and an infectious smile. On adven- all in stride, but was thinking about hanging up the
tures he wears a standard U.S. Army combat uni- six-shooters when the government paid him a visit.
form circa 1918, topped with a rakishly tilted black There were these new masked heroes, they said, and
cowboy hat. they’d feel much more comfortable if a trusted per-
son like the Cowboy Commando kept tabs on the
Known History: Growing up, Cody Haynes had situation. Cody just did what he always did when
the run of his parents’ Wyoming ranch. He was duty called: strapped on the guns and did the job.
taught to ride, care for animals, shoot guns, rope
steers; and through it all, to be responsible and
productive.
Like a wild mustang, young Cody loved running
off to do his own thing. Not toward the big city like
many, but into the open spaces. Cody made friends
among a group of Arapaho Indians, who taught him
to track and hunt and live off the land.
For his thirteenth birthday, Cody was given a pair
of colt six-shooters that once belonged to his grand-
father, a marshal. Life was disrupted when America
entered World War I, and the patriotic Cody im-
mediately volunteered for the Army.
Cody quickly learned to dislike the carnage of
war, but he never shirked his duty. As the months
passed, he took a number of daring risks to keep his
squad safe and beat back the Germans. His exploits
became headlines back home, and then Hollywood
released a film called The Cowboy Commando to
great acclaim. As his fame grew, his superiors de-
cided to move him out of the front lines and back
home; for propaganda, and to get the often-insub-
ordinate soldier out of their hair. Cody fought the
effort tooth and nail, famously claiming, “I’d rather
fight for the Hun then be some blowhard!”
TITLE: PG: 37
Adventure Seeds
Psychology: Cody Haynes is an outstanding cham- Cowboy Commando investigates reports of ter-
pion of the American Dream. He knows first-hand rible monsters coming down from the mountains
that America has a lot of work to do to live up to of a nearby town. He’s quickly outnumbered and
the ideals of the Constitution, but he remains a calls on the heroes for help. As they investigate
patriot. Cody’s ahead of his time, believing in equal- the situation, they’ll discover that the monsters are
ity for women and minorities. Cody is very friendly, transformed miners who have accidentally opened
quick to smile and eager to shake hands with a new up a terrible curse, or tapped into a mad scientist’s
person. He’s ready to let others prove themselves to latest experiment. Regardless of the source, they are
him before he judges, and this has helped make him wreaking havoc, and the heroes must figure out how
well-loved by his fellows and the public at large. to reverse the effects and seal the danger away.
Known Abilities: Cowboy Commando is a normal Cody gets a desperate call from an old flame: the
man in great condition despite his age, and one of ghost of an Indian medicine man is terrorizing her
the premier marksmen of the day. He’s also very small village. Several people have already disap-
good at melee combat, riding and anything out- peared and others are moving out while they still
doorsy. can. Cody’s suspicious about the details however,
and with the heroes’ help, uncovers a plot by an old
On the other hand: In another timeline, Cody enemy to dig up hidden wealth. The villain is using
returned from the war to find his father’s ranch had the ghost’s disguise to frighten people away. He’ll
been stolen in an unscrupulous land deal. Enraged get away with it too, if not for the meddling heroes!
after a failed court battle, Cody turned vigilante and
swore vengeance against those who did the deed.
Now he stalks the west, a lone wolf out to even the Customization Notes
score against the robber barons ruining his country,
ready to shed blood in his quest for justice.
Campaign Use
Cowboy Commando is the older father figure with
a wise word and firm hand, ready to catch the new
kid on the block and help him understand where
things went wrong. He’s a capable adventurer still,
though his ability could be dropped to play up his
age. He’s a daring man, eager to take the offensive
against the bad guys. He likes trick shots and fights
smart, with or without his firearms. His connec-
tions and resources provide other ways he can help
the rookies, showing them that not all power comes
from a fist, gun or flashy super-power.
38 PG: TITLE:
Campaign Use
Haymaker Jake is the grizzled street-wise mentor,
who’s seen every dirty trick in the book and can tell
the new guys how to avoid them. Jake teaches the
Vanguard members better ways to fight, and maybe
rambles on a bit to any who will listen to his tales of
glory. He’s also the first one to offer a pep talk when
things look their worst. After all, where would he be
now if he’d just laid down back in his youth?
TITLE: PG: 41
On the other hand: Doctor Wilson may not take Customization Notes
the loss of his love so well. With the right science
at his command, he’d pierce the veil between living
and dead and use it to try and restore Mary, only to
find his proposal rejected. Spurned and heartbro-
ken, this Prof. Hereafter comes to use ghosts as his
private army, determined to bring the world of the
living to heel for denying him. Only Mary stands
in his way, using her own undead powers to try and
stop him.
Campaign Use
Hugo Hereafter is the elderly gentleman, aristocratic
in dress and formal in manners, harkening to an
ideal of an earlier age. He is also the kindly grand-
father, offering a comforting shoulder and advice
when things get tough. He fills the niche of occult
expert but as a scientist instead of a wizard. His sto-
ry is rife with potential drama, and his connection
to Ghost Boy provides more emotional depth. For
more traditional Golden Age adventures, consider
increasing his combat ability.
44 PG: TITLE:
Villains
of The
Golden Age
46 PG: TITLE:
BUZZBOMB GANG
Roster “Dare” Devlin O’Caine, Max Gable; Lucky, Louie and Lefty, and others as needed
Leader: Dare Devlin and Max Gable share lead- Resources
ership duties, as is proper in a meritocracy. Dare The Buzzbomb Gang currently lacks for resources
Devlin is the leader when they plot to advance their outside of what they can acquire for Devlin’s latest
cause to build a new world, while Max is in charge devices, and the flight packs. However, there’s no
when the group has to carry out more common telling when they’ll be back up to full power, and
crimes in order to pay for Devlin’s vision. Devlin is already designing and gathering funds for
a newer, more potent Sky Fortress, given below.
History: The Buzzbomb Gang was originally born
as the Balloon Bombers, organized by the duo of Sky Fortress (Equipment 4)
Devlin and Max. Dedicated to putting Devlin’s Size Huge, Toughness 10
fortunes, genius and inventions toward establishing Features: Communications, Computation Machines,
a new world order of intellectual supremacy, merito- Concealed 2 (+15 DC), Defense System (Heavy Ma-
cratic promotion and global harmony, the Balloon chine Guns +8, multiattack ranged Damage 6), Flight 8
(500 mph; Defenseless target), Gym, Hangar, Infirmary,
Bombers would travel the globe in their Sky For-
Isolated (airship), Laboratory, Living Space, Personnel,
tress, an advanced airship of giant size. They would Power System, Workshop (20 pts)
target various regions of the world, usually smaller,
unstable nations that would provide them a politi-
cal stepping stone to bringing this vision about. Customization Notes
The Balloon Bombers developed a large following,
believing in the great cause, and dedicated to its
founders. In time, Devlin found jet power and built
the first of the flight packs, renaming their group
the Buzzbombers.
But they were regularly defeated, often by narrow
margins, by the mystery men and adventurers of
the earlier age, most frequently Cody Haynes the
Cowboy Commando, and Haymaker Jake. These
defeats caused the group to retreat and rebuild, of-
ten losing a number of resources, including at least
two Sky Fortresses. This drained Devlin’s fortunes,
and eventually led to their current state. Things
aren’t completely hopeless however, for the new age
of heroes are unprepared for an entire team of high
flying burglars and robbers, able to swoop in fast
and disappear into the clouds. Max is a talented
criminal planner, and their successes are rebuilding
the group’s coffers. Devlin has even begun to plot
new attempts to bringthe world to his philosophy,
one way or the other.
TITLE: PG: 47
“Dare” Devlin
Male, 45, 5’7”, 160 lbs., green eyes, light brown hair
Really: Devlin O’Caine ers” gang he and Max built up, launching numerous
Leader of: The Buzzbomb Gang plots against weakened states around the world in
Based out of: Los Angeles, California an attempt to acquire an initial foothold, where they
Worked as: an inventor and world conqueror could then build a utopian meritocratic civiliza-
Active during: the Golden Age tion. These attempts were foiled by other heroes and
mystery men of the day, most often the Cowboy
Looks: Dare Devlin is a middle aged man with Commando.
brown hair and green eyes. He wears a leather Over time, Devlin’s fortunes dwindled away as
jacket, boots and a helmet with goggles. A large they were used up in scheme after scheme. As they
jetpack is strapped to his back with control handles ran out of money, Max began to take over the
hanging over his shoulders. group. Maybe Max didn’t know how to conquer
countries, and so deferred to Devlin there, but now
Known History; Devlin O’Caine was always a bril- they needed money and he knew how to knock over
liant person. There were so many things he could banks. Operating under this meritocratic philoso-
master by the time he was ready for junior high, phy, Devlin stepped aside for the time being. He
that he knew there were better things for him than continued to refine their devices, developing their
just slaving like his father in a warehouse, or even flight pack and giving birth to the Buzzbomb Gang
applying his intelligence to some capitalist’s vision as they confronted a new age of heroes.
of “work-for-hire”.
Of course, he would quickly be brought back Psychology: Devlin O’Caine believes completely
down to earth when the local kids grew too angry in a world where people work where they fit best,
with his brilliance and high-minded belief in the in- offering their use to advancing society, and where
tellect being all. That is, until the day he found Max the best at whatever they do rise to command their
Gable to protect him. It was a business arrangement inferiors. Of course, intellectuals need to rule such
at first; Devlin did Max’s schoolwork so he could a world, and Devlin, being the smartest, is the most
focus on his boxing career. On the other hand, over fit to be ultimate authority. He doesn’t look down
time, these two found common interests to bond on any role, they’re all necessary for a well-function-
over. Max was bullied by teachers, criminals, and ing society. He trusts Max above all others, the two
other professionals who looked down on the boxer of them being best friends from childhood.
as a dumb thug, as much as Devlin was looked
down upon as a useless egghead. Both men knew Known Abilities: “Dare” Devlin has no super-
that there was a place for each in a proper society, powers but is extremely intelligent and has fully
one that allowed true merit to rise to the top. mastery of his jetpack and various other gimmicks
When Devlin inherited a fortune from a like- that assist the Buzzbomb Gang in their crimes.
minded relative, the two of them went to work He is a master of gadgetry and is always modify-
immediately. Devlin developed the very first “bal- ing or inventing some new technology to help him
loon pack” to allow them to attack from above, and pull off his crimes. The real thing that makes him
reach targets much better guarded from ground formidable is that you can never count him out of
level. Devlin took the lead of the “Balloon Bomb- anything. If you ever get into your head that there is
48 PG: TITLE:
something that he can’t do or wouldn’t do because it first try to get airborne and hit his targets at range.
is too crazy or daring, you’ve already made your last If people start getting too close, he will take the bet-
mistake. ter part of valor.
Max Gable
Male, 35, 6’1”, 200 lbs., brown eyes, bald
Leader of: the Buzzbomb Gang Psychology: Max Gable worships at the altar of
Based out of: Los Angeles, California greenbacks. He is concerned with money first and
Worked as: a boxer and world conqueror, now a the gang second. He is loyal to Devlin and readily
bank robber accepts him as a leader. Max also takes great plea-
Active: during the Golden Age sure in hitting things. It allows him to assert his
physical dominance over others.
Looks: Max Gable has the physique that leads you
to believe that he could go a full twelve rounds now Known Abilities: Max is a formidable hand-to-
if he wanted to. He clocks in at over six feet tall and hand combatant for someone who does not have
is as solid as a brick wall. His shaved head only adds superpowers. As his leg breaking work with orga-
to his intimidating presence. nized crime took off, Max realized that bare fists, no
matter how strong, sometime required a big stick or
Known History: Max didn’t get in a lot of trouble a gat.
when he was growing up as none dared challenge
him. As he got older, he found that his physical On the other hand: In another timeline, Max
prowess made him ideally suited for sports. Max was Gable stepped in to take over Haymaker Jake’s role
the star tackle of his high school football team. of hero after Jake suffered injuries that ended his he-
Max enlisted in the Navy and served the war roics. Max had fought Jake when he was just start-
aboard a battleship. It was during his tour that he ing in the heavyweights. Jake had been drummed
was introduced to boxing and he took to it like he out of boxing for years but Max was eager to spar
had been in training all his life. He returned to the with him. He idolized Pearlman.
States after his tour was up and took up boxing pro-
fessionally. Max quickly tore through the amateur
ranks with help from a great trainer and he was soon
Campaign Use
Max is the bruiser of the Buzzbomb Gang. In a
fighting in the big leagues - the heavyweight divi-
group that relies on mobility and smarts, Max is
sion. He would have done just as well there but his
there when those things fail. He is purely in it for
manager had problems finding anyone who would
the money and refuses to act like a common thug.
fight the big man. No fights mean no money and
Max tries to close as quickly as possible to start wail-
soon Max was desperate for any paying work.
ing away with his iron hands. If he is outnumbered
That work was provided by “Dare” Devlin
or outclassed, he will escape with his jet pack.
O’Caine. He had plans to rob several high rise
penthouses with his balloon packs. They were suc-
cessful and, after several jobs, the two men became Adventure Seed
friends. The money was so good that Devlin was While in prison Max organizes a prison riot that
able to build several jet packs to replace the clumsy quickly overtakes the prison. Max has gotten word
and slow moving balloons. Max is happy to be the that he needs to be in the yard at three o’clock so
muscle as long as the money keeps coming. He has the rest of the Buzzbomb Gang can jet in with a
absolute faith in Devlin and doesn’t question even spare pack for him to escape. The heroes need to
the most bizarre schemes. quell the riot and prevent Max from getting away.
TITLE: PG: 51
The Flunkies enough to strike fast and move quickly, thus only
Lucky, Lefty and Louie are the regular flunkies of recruiting three followers at a time. Max worries less
the Buzzbomb Gang. Back when the group followed about philosophical zealotry, and more about skilled
Devlin’s plans to create their utopia, there were criminals willing to do the job at hand. Regardless
many more followers, and they tended to be more of the actual person hired, Devlin and Max can’t be
loyal and fanatical about the cause. As the group bothered to learn the names of their rotating group
suffered defeats, the number of followers dwindled of lackeys, and now, whoever is brought in gets the
along with Dare Devlin’s other resources. Currently, nickname Lucky (for the ‘face’ man of the team),
the bank-robbing Buzzbomb Gang needs to be large Lefty (for the leg-breaking thug), and Louie (the
enough to make off with plenty of money, but small gunsel).
52 PG: TITLE:
Powers Offense
Jet Pack, Flight 6 (Distracting, Removable -1) (5 Lucky: Initiative +2, Light Pistol +6, Toughness
pts) DC 18; Unarmed +6, Toughness DC 17
Lefty: Initiative +2, Light Pistol +6, Toughness DC
EQUIPMENT 18, Unarmed +9, Toughness DC 18
As a member of the Buzzbomb Gang Louie: Initiative +3, Heavy Pistol +7, Toughness
DC 19; Unarmed +6, Toughness DC 17
ADVANTAGES
Defensive Roll 2, Equipment 2, Improvised Weap- Defense
ons, Precise Attack 2 (ranged and close cover), Set- Lucky
up 2, Teamwork Dodge 5 Fortitude 5
Parry 6 Toughness 5/3
Lucky:Attractive 1
Will 5
Lefty: Power Attack
Louie:Move-by Action
Lefty
SKILLS Dodge 5 Fortitude 5
Acrobatics 2 (+4), Athletics 2 (+4), Close Combat Parry 7 Toughness 5/3
(Unarmed) 3 (+6), Expertise (Streetwise) 3 (+3), Will 4
Perception 2 (+4), Ranged Combat (Guns) 4 (+6),
Stealth 2 (+4) Louie
Dodge 6 Fortitude 5
Lucky: Deception 2 (+3/+5), Perception 2 (+5), Parry 6 Toughness 5/3
Persuasion 2 (+3/+5)
Will 4
Lefty: Athletics 4 (+7), Close Combat (Unarmed) 5
(+9)
Louie: Acrobatics 6 (+9), Ranged Combat (Guns) 4 COMPLICATIONS
(+7), Stealth 2 (+5) Motivation - Wealth: The Buzzbombers are purely
concerned with getting rich through daring robber-
ies.
Dart
Male, 26, 5’7”, 165 lbs., Blue eyes, Brown hair
Really: Daniel Culver burns out, leaving him a normal guy. He really
A part of: no criminal organization is beginning to regret his killing of the scientist
Based out of: Denver, Colorado because the man might have been able to improve
Worked as: a criminal him.
The Dart has quickly become the arch-nemesis
Looks: Dart is an average sized man with an athletic of Captain V of the Vanguard of America. The
build and blue eyes. He wears a purple full-body Dart has been continuously attempting greater
costume with a bold yellow stripe down the both and greater thefts and the American Speedster is
arms and legs to similarly colored thick soled boots always there to foil his plans. If The Dart had been
and gloves. A bandolier of darts is slung across his a smarter man, he might have realized that it wasn’t
chest. his powers giving out but the Captain leaching his
speed away from him.
Active during: the Golden Age
Campaign Use
The Dart is not a complex character. He is all about
the most direct method possible. Yes, this makes
him predictable and is also the reason why Captain
V always defeats him. If engaged in combat, the
Dart will opt to build up speed (even running away
if he has to) and then come in with his sonic boom
to daze opponents. He will then begin to use his
rapid blows to engage multiple opponents or his
sonic snap to cause as much damage as possible to
the target he feels is the most dangerous. The GM
should feel free to give out Hero Points freely to
characters engaged in fighting the Dart as the villain
“spends” them to buy off his Fatigue if he can’t take
a round to rest. He was built with this in mind.
TITLE: PG: 55
ADVANTAGES
Close Attack 2, Daze (Deception), Defensive At-
tack, Defensive Roll 4, Evasion 2, Improved Critical
(Darts), Improved Initiative 2, Instant Up, Move-by
Action, Quick Draw, Ranged Attack 2, Redirect,
Uncanny Dodge
HIVE KING
Male, 34, 5’3”, 140 lbs., green eyes, brown hair
Really: Professor Hiram Perlmutter pushed Hiram over the edge. The Hive King was
A part of: no criminal organization born, killing the taunter, painfully.
Based out of: Moravian Falls, North Carolina The Hive King is a dangerous man with no
Worked as: a professor of entomology predictable pattern of behavior. His agenda might
Active during: the Golden Age change depending on the swarm of insects he’s in
communication with that day. He wants to see the
Looks: Hive King looks like a Hiram Perlmutter. world become organized, more concerned with
He’s short and scrawny with scraggly, greasy brown advancing the whole rather than cutting each other
hair and dull green eyes hidden behind thick glasses. down to advance individual vices. But as he is try-
He dresses in shabby, hand-me-down clothing, really ing to bring about a more harmonious world, he’s
fulfilling the classic archetype of the egghead. As the wreaking carnage in order to test and advance his
Hive King, it gets worse: he wears an orange jump- technology. At these times, he really does act like an
suit with a green bumblebee logo on the front of it. insect. Yeah, he’s not all there anymore.
Yeah, really, I’ve got nothing more to say on it.
Psychology: Hiram Perlmutter is not a confronta- these things in the same campaign. He is relatively
tional person by nature and, deprived of his helmet, underpowered, and works best as a mystery foe pull-
he’s a creampuff. However, while under the influ- ing off crimes shrouded in secrets that the heroes
ence of the device, his emotions can and do vary will need to unravel. His brilliance and hive mind
wildly. Physically he isn’t a threat, but his enhanced will enable him to come up with tactics that would
intelligence and seemingly endless number of will- normally be beyond Hiram, and when closing in to
ing subjects make him a real danger. The more take Hive King, the heroes should face a dangerous
he stays in that helmet, the longer it takes for the fight the entire way down into a prepared lair.
original Hiram to resurface, and it’s possible that
someday, he might stay the Hive King forever. The
one thing that prevents him from advancing a more
Adventure Seeds
The bees at a local honey farm convince Hive
coherent agenda is his own expertise in insects: hives
King to lead them in rebellion against their own-
don’t have kings, so it’s not fitting for him to take
ers. The farm’s skies now darken with bee patrols,
over the “hive” that is the Earth and humanity.
and through their human ally, the bees make their
demands for better treatment. For groups interested
Known Abilities: Hive King might look like a com-
in gaming with a social awareness, play this up like a
plete dweeb but don’t be fooled. His mental state
comic book insect version of Animal Farm and don’t
makes him extremely unpredictable and dangerous.
be afraid to go crazy with the possibilities. How
Hive King’s helmet gives him the power to under-
do the heroes react? Are the bees right? What’s the
stand the language of all insects and control them:
solution? And will the uprising encourage bee hives
to surround him in swarms for concealment, or to
across the country?
lash out and attack for him, stinging, biting, and
generally blinding enemies. The worst part is that
Someone has stolen Hiram’s helmet and is now
joining with these swarms of insects expands his
struggling to keep his own sanity in a sea of insect
brain, enhances his intellect, and at the same time
talk. As the thief struggles to get a grip on his sud-
makes him even more unstable.
den genius, the insect rampages are even more wild
and chaotic than with Hiram in control. The heroes
On the other hand: Hiram could have developed
might have to turn to the Hive King to help figure
this helmet because he was being tormented and
out where the thief might go next, or what he might
teased all his life, from youth to adulthood. Eas-
do with such sudden alien insights into the world.
ily ostracized and picked on, Hiram’s development
What if the thief is someone like Dart, Lady Pend-
of the helmet would lead to a Hive King who was
ergass or Lariat? Worse still, what if it’s someone like
a murderous killer, out to revenge himself on his
Mist, out to prove herself to her mentor Midnight?
tormentors. His brain could change in contact with
What’s a criminal tutor to do when his prize student
the hives, and he could come to sympathize with
is now on an insect-fueled rampage? How do the
others being bullied like himself, gathering them as
heroes handle criminals with such a power boost?
a human “hive,” and building himself up as a true
king out to conquer and kill in equal measure.
Campaign Use
Hive King is a gimmick genius villain with a wide
variety of possible schemes. Because he’s not dedi-
cated to any one goal, he can be used as a bank
robber, a conqueror, a killer, or anything else that’s
needed. Being a Golden Age villain, he can be all of
58 PG: TITLE:
ADVANTAGES
Animal Empathy, Defensive Attack, Defensive Roll
4, Inventor, Ranged Attack 3
LADY PENDERGRASS
Female, 36, 6’1”, 225 lbs., brown eyes, red hair
Really: Alice Finks and a new crime wave to prove her royal might.
A part of: no criminal organization
Based out of: Philadelphia, Pennsylvania
Worked as: nothing really, until she became a petty
crook
Active during: the Golden Age
Psychology: Lady Pendergrass really believes she’s a china shop. In combat, she likes to get into the
royalty, and that kind of sums her up. She expects thick of the fight, using her current gang to back her
people to react appropriately around her and gets up with Aid to even the odds. She prefers to remain
mad if they don’t pay her proper respect. Being a to- in the comfort of her fantasy world, but if things go
tal bully, anyone who angers her gets hit, hard. She’s badly she has enough presence of mind to drop the
demanding, demeaning, and talks like a trucker. scepter and resort to the shotgun.
There’s no grace or etiquette to this woman, but
she does draw in lesser criminals with her ability to
plan and carry out successful heists. She might have
Adventure Seeds
The heroes have helped a private detective in the
trouble keeping them, but money and strength have
past, an old-fashioned man but effective. One day,
their benefits in the underworld.
he asks for help against a criminal mastermind
threatening his city, describes crimes fitting Lady
Known Abilities: Alice Finks has no superpowers;
Pendergrass, and the game is afoot! But as the inves-
she’s just a big person with a heavy fist who knows
tigation plays out, the heroes slowly start to suspect
how to land it. Lady Pendergrass is quite skilled
that the detective believes himself to be the reincar-
with her scepter, which hides a chain that lets her
nation of Sherlock Holmes, in pursuit of his dread
fire out the head a short ways to catch cautious
nemesis. Is Lady Pendergrass involved at all? Is the
fighters off-guard. Alice is also competent with the
detective insane? Does that make him wrong? And
shotgun she carries around, and a decent criminal
is there more than coincidence linking these two
organizer.
delusional people?
On the other hand: You never know when delu-
Lady Pendergrass has stolen a Camelot-themed
sions of grandeur could turn out to be just plain
float from the annual parade. The large castle in the
grandeur. It could be that Alice’s research into the
center has been reinforced, a stronger motor in-
family history turns up a real Lady Pendergrass,
stalled and one or more cannons added. Now with
whose spirit possesses the young woman. This Lady
a mobile fortress at her command, Lady Pendergrass
Pendergrass would be appalled at a country like
is ready to prove her royal might once and for all!
America, and the global decay of the noble classes,
and decide the time is right to change this. She
could have a more magical scepter to shoot power- Customization Notes
ful bolts of energy with; and where there’s a ruling
Lady, can there be a powerful knight to do her bid-
ding far behind?
Campaign Use
Lady Pendergrass is a gimmick criminal with serious
delusions and a dangerous weapon. She’s intended
as a villain who can mix it up with street level
heroes, and act as decent cannon fodder in a classic
group of team enemies. Her stories are about gather-
ing wealth and proving her noble status. She can put
twists on these tales if she decides a particular hero
might make a good seneschal or knight, and tries
to woo him. Otherwise, she’s a well-dressed bull in
TITLE: PG: 61
ADVANTAGES
All-out Attack, Close Attack 3, Equipment 5, Im-
provised Weapon 2, Minions 2, Ranged Attack 2
LARIAT
Male, 34, 5’11”, 195 lbs., brown eyes, black hair
Really: Lawrence Shelton Lariat, he would take what the United States owed
A part of: no criminal organization him – and in the process, acquire a new kind of
Based out of: Laramie, Wyoming popularity.
Worked as: a rodeo horseman
Active during: the Golden Age
Psychology: The Lariat is a man of action and ex- past to lesser or greater degrees for interested groups.
citement with a (probably deserved) grudge against At heart he’s not an evil person, and is an excellent
the country of his birth. No one can deny he’s got a candidate for “the enemy of my enemy is my friend”
flair for showmanship, and that keeps people cheer- plots, or rounding out villain groups. In combat,
ing for him even as they root for the heroes to bring The Lariat will rely on his lariat to immobilize
him down each time he comes through town. De- and damage an opponent, and hang back behind
spite the grudge he bears, he tries to keep an opti- any allies. If his target closes, he will use his spurs-
mistic view of things. After all, he once achieved his enhanced savate to blind them, then press the attack
dream, and has found a new way to express it. He’s with razor-sharp kicks, or retreat if outclassed. He’s
an artist, he’ll often admit. That’s even better than a smart fighter, and will not hang around if the odds
he expected, and so he moves on from one caper to are against him.
the next with a grin and a wave of his hat.
Campaign Use
The Lariat is a prime example of a gimmick villain
with specialized gear. His crimes will revolve around
rodeo or cowboy antics, such as stealing from carni-
vals or horse-napping Roy Rogers’ trusty steed Trig-
ger. Stories can touch on the racism that scars his
64 PG: TITLE:
EQUIPMENT COMPLICATIONS
Master keys, flashlight, multi-tool Motivation—Greed: Lariat is compelled by a desire
Brass Knuckles, Damage 1 for the good things in life, in a world that doesn’t
Light Pistol, ranged Damage 3 want him to have those things. He’s all about get-
ting money and pleasures, any way he can.
ADVANTAGES
Accurate Attack, Attractive, Close Attack 3, Defen- Quirk—Cowboy: The Lariat just can’t seem to
sive Roll 4, Equipment 2, Improved Defense, In- resist a cowboy shtick, whether in his dress or just
stant Up, Minion 2, Move-by Action, Power Attack, his criminal schemes.
Prone Fighting, Second Chance (Riding), Weapon
Bind MINIONS
Horse, 30 pts.
SKILLS Str 3, Sta 3, Agl 2, Dex 1, Fgt 2, Int -3, Awa 2, Pre -1
Acrobatics 6 (+10), Athletics 7 (+10), Close Com- Skills: Perception 2 (+4) Powers: Sense 1 (low-light vi-
bat (Lariat) 7 (+10), Close Combat (Savate) 6 (+9), sion), Speed 4, Strike 2 (str-based)
Offense: Initiative +2, Hooves +2 (Damage 4)
Deception 7 (+8), Expertise (Criminal) 8 (+8), Defenses: Dodge 4, Parry 3, Fort 4, Tough 3, Will 2
Expertise (Riding, Dex-based) 6 (+12), Intimidation
3 (+4), Perception 3 (+5), Persuasion 3 (+1), Ranged
Combat (Guns) 6 (+12), Stealth 4 (+8)
MIDNIGHT
Male, 34, 5’10”, 195 lbs., black eyes, black hair
Really: Edgar Markham his lessons of crime, and while he’d be captured on
A partner and mentor: to Mist occasion, he was often ready with a quick alias and
Based out of: New York City, New York heavy wallet to slip away from justice.
Worked as: nothing really; one of those millionaire When the War began, Ned’s philanthropy brought
playboys who somehow survived the Great Depres- him into contact with war orphan Sofia Nicopolous,
sion and he found a companion spirit. Soon after she
Active during: the Golden Age became his ward, the Crime Crusaders, Midnight
and Mist challenged the forces of law and order.
Looks: Ned is a good-looking, beefy guy standing
5’10” tall. He’s got piercing black eyes, and dark hair
carefully groomed by a personal barber. He wears
the finest clothes at all times; even his costume had
velvet. Speaking of, the costume was mostly black,
with some gray highlights, and a well-stocked utility
belt.
Psychology: Edgar Markham’s very smart, a fast natural ability. That, and the gear he’s able to afford.
learner and athletic. He applied these talents toward He’s a very well-trained hand-to-hand combatant,
criminal endeavors under the delusion that forc- with a variety of thrown and melee weapons in his
ing the law to catch him would be the best training belt. He has a souped-up car he calls the Moonlight
possible to fight the rampant crime plaguing the Cruiser, which can top speeds of 100 mph, and
U.S. He seemed to truly believe this, though most sported sub-machine guns and an oil slick. The man
experts (in his own time and by my reckoning) likes his toys, no denying.
agree that he’s a thrill-seeking action junkie hiding
behind this excuse. Whether lying or not, to himself On the other hand: Midnight could easily have
or others, it’s true that he’s not in it for the money gone in two different directions. I’ve seen the
and never to hurt anyone. He takes great pains to timelines where he’s inspired by the lawlessness,
avoid serious injuries, and stolen money will find throwing his hat (or his mask, in this case?) into the
its way into local charities. At heart, he’s really not a crime ring. This Midnight is a dangerous, cunning
bad guy, he’s just a “bad-guy”. As Ned or Midnight, criminal, racking up a record amount of bodies and
he’s suave, charming and gracious, and enjoys being loot (that he sure doesn’t give away). This Midnight
the perfect host. carried the heaviest, deadliest revolver he could get
his hands on, and his baton could, with the flick of
Known Abilities: Midnight has no superhuman a hidden switch, crackle with seriously dangerous
powers, instead relying completely on training and electricity.
Mist
Female, 14, 5’3”, 125 lbs., brown eyes, brown hair
Really: Sofia Nicopoulos revealing this truth; Sophie adored her foster father,
A partner to: Midnight and certainly didn’t want to go back to an orphan-
Based out of: New York City, New York age. She won the stare down however, and after a
Worked as: a high school student, and later sent to hard period of training, joined him as fellow Crime
college (Midnight was quite strict about the value of Crusader Mist, the Devil-May-Care Teen. Sarcastic
education) and impulsive, she adored her mentor, and learned
Active during: the Golden Age (as Mist; she’ll con- well at his side. Midnight learned how savvy and
tinue a masked career into the Silver Age) hard her experiences in the war had left her, both
exasperating and handy in equal measure. Together,
Looks: Mist is an absolutely adorable fourteen-year they made an excellent partnership.
old girl with a gymnast’s build and little other devel-
opment (much to her annoyance). She has shoulder- Psychology: Sofia “Sophie” Nicopoulos is a street-
length dark brown hair, brown eyes and olive skin smart, sarcastic, fast-thinking teenager eager for
due to her Mediterranean heritage. She wears a trouble and adventure. She’s a good kid but hard to
reverse version of the Midnight costume: dark gray reach at first. Losing your family and being aban-
with black highlights and accents. As Sophia, she doned by your cousins would harden anyone, right?
enjoys dressing up, totally in love with the clothing She’s bright, you can see it in her eyes, and she’s fast
she could never afford growing up in her homeland. in mind and body. She’s also a little more serious
about committing crimes than her mentor, and
Known History: Sophie was born near the Al- it shows in her gear. That said, she’s not out to be
banian-Greek border, growing up with a sense of cruel. While she doesn’t buy Midnight’s delusional
adventure and mischief that would serve her well thoughts, she’s not being Mist to be a villain, but to
in the years to come. When war came to the region let out her pent-up frustrations and anxieties.
and changed the world around her, leaving her an
orphan, distant family in the United States managed Known Abilities: Like her mentor, Mist has no
to get her across the Atlantic. But Sophie’s streetwise superhuman abilities, just a naturally athletic body
attitude made for a difficult fit into this new life. and the training to use it. She’s agile and flexible,
She was sent to an orphanage where she might well making her an incredible gymnast. This is incorpo-
have remained for the rest of her childhood. rated into her eclectic, kinetic fighting style. She’s
Then Edgar Markham entered her life. At one of got a fully-equipped utility belt much like Mid-
his fund-raising events for war orphans, the two met night’s, though she uses a light pistol and carries a
and found ine each other family. He fostered her, knife, rather than bolos and a baton. Midnight isn’t
took her in and raised her as the daughter he never pleased with the lethal weapons, but she’s very good
had. She stumbled across the truth behind his fre- at using them in non-lethal ways, so he allows it.
quent “business trips” and confronted him with his She also rides the Silver Scythe, her baby of a sleek
life as Midnight. Soon, she insisted on joining the motorcycle.
fun. He was resistant, but she had him over a barrel:
she could expose him, and lose him his daughter On the other hand: Mist could well be a much
along with his secret. She had no intentions of more vicious young lady. The Golden Age had its
TITLE: PG: 69
hard parts, especially during the global wars; there’s Adventure Seeds
no way to downplay such events. Mist came out of Midnight and Mist have started up their spree in a
them comparatively unscathed, and found her niche new city, bedeviling the cops and puzzling the he-
of harmless burglary quite readily among the heroes roes. The problem: suddenly there’s a ruthless villain
and villains in America. But there are some time- after them as well, and it’s completely changed the
lines where war was harsher, and the masked subcul- game. Who did Midnight unwittingly steal from,
ture more dangerous. There, Mist had a harder time and how does the villain intend to make the Crime
in Europe, and brought a callousness and ruthless- Crusaders pay? The heroes have to figure it out fast
ness with her to the States. Alone, she was a terror, or there may be blood on the streets!
manipulating older people with her pitiable orphan
sob stories in order to get access to their valuables. The penny-ante stuff is over with; Midnight feels
This Mist carries more deadly weapons with her, that he’s taught the cops as much as possible, but
and she’s not hesitant to use them. Some timelines the masked heroes are a different story. He focuses
continue to make her a victim under the thrall of his attentions on them now, pushing them to better
a more ruthless Midnight, and there’s some where fight super-criminals. To do that, he’s begun to steal
she’s the light that makes him a better man. I like their treasured possessions. If they can’t figure out
those worlds best, personally. The Crime Crusaders how he does it, and the pattern behind it, the Crime
we get in our timeline aren’t so bad, considering. Crusaders will keep making off with the Vanguard’s
very own trophy hall!
Campaign Use
Midnight and Mist are talented super-normals Customization Notes
who can compete with the “big dogs” using brains,
combat savvy and cutting edge gear. They’re think-
ers and plotters, though they can improvise with the
best of them if needed. They make an interesting
change of pace from standard criminals, masked or
not, because Midnight (especially) and Mist (not so
much) believe they’re doing something good, and
are relatively harmless in the big picture. They’re
good candidates for “the enemy of my enemy is my
friend” storylines, since they aren’t out and out evil;
just thrill-seekers and adventure addicts. Even the
more volatile Mist isn’t out to hurt anyone badly.
She just wants to enjoy her new life in the States af-
ter a tough childhood. It’s also possible one or both
could be reachable, the sorts of characters that play-
ers could try to turn away from criminal endeavors
and toward the cause of justice. After all, Midnight
believes he’s doing good already. Curing him of his
delusion would make him a valuable team-mate.
As for Mist, she’s following her mentor, and if he
turned good, she’s young enough to turn to the side
of law (we’ll see a version of that story in the Silver
Age chapter).
70 PG: TITLE:
Defense
Weighted Gloves, Damage 1
Dodge 9 Fortitude 4
SKILLS Parry 8 Toughness 4/2
Acrobatics 6 (+12), Close Combat (Knife) 3 (+7), Will 8
Close Combat (Unarmed) 4 (+8), Deception 4 (+4),
Expertise (Streetwise) 5 (+5), Expertise (Survival) 3 COMPLICATIONS
(+3), Perception 4 (+6), Persuasion 5 (+5), Ranged Devoted to Midnight: Despite how she sometimes
Combat (Knife) 3 (+6), Ranged Combat (Pistol) speaks to him, or how little she seems to heed his
4 (+7), Sleight of Hand 3 (+6), Stealth 5 (+11), advice, Mist adores her mentor, willing to do any-
Vehicles 3 (+6) thing to protect or save him.
MOTHER BEAR I
Female, 28, 5’10’, 215 lbs., green eyes, black hair
Really: Kiska Egorovna Petrovich long-distance romance with her beloved officer.
An agent of: the Soviet War Office Kiska was injured in a mission late in the war, and
Based out of: Moscow, Russia during her recuperation, she and her officer were
Worked as: a factory worker wed. A month after returning to action, Mother
Active during: the Golden Age Bear suffered another “injury”; Moscow wouldn’t
announce the truth that she was pregnant. She gave
Looks: Mother Bear is a strong woman in her late birth to a daughter, the government promised to
twenties. She has dark green eyes and black hair offer only the best education for the child of their
kept in a tight bun or ponytail. As Mother Bear, she great patriotic heroine, and Kiska returned to action
wears a red and gold suit emblazoned with a ham- again in time for the final invasion of Germany.
mer, sickle and star and an officer’s cap. She wields Mother Bear died in action, during the Fall of
the symbols of her country as weapons against the Berlin. Statues of her were raised in Moscow, Stal-
Nazi regime and capitalist decadence. ingrad and her home town of Volgograd, and she
remains one of Russia’s most beloved figures.
Known History: Mother Bear was one of the
original costumed heroes of Russia and relied on her
shooting skill, fists and wits more than superhuman
powers. She’s also one of the most kind and compas-
sionate women I have ever met in my life.
Mother Bear was born during the battle for Stalin-
grad. As the Germans advanced into the city, Kiska
took up the hammer from her factory job, and later
took a sickle off a fallen farmer, to do everything
she could against the Nazis. It wasn’t long before the
government heard of her exploits and began a pro-
paganda campaign to make her a national symbol.
This was not what Kiska wanted - she was there to
protect her friends and loved ones, not to act as a
hero.
After Stalingrad, the government finally chipped
away at her reluctance to accept their offer of a
patriotic uniform and better versions of her make-
shift weapons. “Reluctant” is really underselling it,
but her Soviet handlers showed her the way mystery
men like Grenadier and Captain V inspired the
American soldiers. She also met and fell in love with
a young army captain involved in her department,
and he helped sway her. She became Mother Bear
and took the war to the Nazis, while maintaining a
72 PG: TITLE:
Psychology: Kiska is a real sweetheart, the real different stories. When engaged in combat, Mother
epitome of a Mother Bear. Her love of children is Bear will try to close and strike with the maul to
infectious and her anger at violence against them end combat fast. She’ll fall back on her paired weap-
is legendary. She would have made a wonder- ons in tough fights that call for more defense. She’s
ful mother to Dominika. Kiska was a passionate a smart fighter, and combats with her should show
woman, full of love that never dimmed despite the this.
bloodshed around her. She was also loyal to a fault;
some saw her as naïve, but she knew what the world The Golden Age Mother Bear is balanced as a PL
around her was really like. She just refused to give in 8 player character like the rest of the Vanguard of
to cynicism. America, and could be used as one with the GM’s
permission. It’s tricky to explain her continued pres-
Known Abilities: Mother Bear had no superpow- ence on an American-based team, but if the focus
ers. She was just a good woman who took up arms of the campaign is on the group in the battlefield
for the oppressed and paid the ultimate price for it. (a perfectly viable option), then she fits in easier.
Kiska was a skilled combatant with her trademark Either way, she offers a lot of story and role-playing
weapons, also proficient with unarmed combat and possibilities.
firearms. Despite her pleasant demeanor, she was a
strong interrogator, able to intimidate most anyone
she chose. She had a natural talent to lead and in-
Adventure Seeds
Mother Bear and the heroes are facing off against
spire her allies. She could have been one of the great
a Nazi supervillain. Even though the two sides are
leaders of her people if she’d survived the war.
suspicious of each other, they must work together
to defeat the much more powerful threat. Rescuing
On the other hand: In another time, Mother Bear’s
a child or doing something to protect an innocent
love was for her Soviet masters, truly believing that
will go a long way towards convincing Mother Bear
they had the best interests of the people at heart,
to trust and help the heroes, rather than leaving and
and the ability to bring down the corrupt capital-
allowing them to fight the villain on their own.
ists poisoning the world. She threw herself into the
role of a national hero and became a symbol of the
In the midst of a mission behind enemy lines, the
Kremlin’s might. This Mother Bear survives Berlin,
heroes see a heavily armed motorcade pass by with a
leaving mother and daughter to terrorize the West-
bound woman in the back of a truck. Mother Bear
ern world during the Cold War. Yeah, curious how
has been captured along the eastern front and is
the Soviet loyalist survives, but the loving mother
being sent to Berlin to be paraded as a propaganda
doesn’t. Different timelines though; can’t read too
tool. Will the heroes risk their mission to free her,
much into it. Right?
and gain her strength on their side?
MURAKUMO BUSHI
Male, 24, 5’8”, 175 lbs., black eyes, black hair
Really: Futoshi Koshiro gave Koshiro his ceremonial name.
A part of: the Kempeitai (Japanese military police) Murakumo was assigned to a Japanese destroyer
Based out of: the Murakumo (a Fubuki-class De- bearing his name and given a wide-ranging assign-
stroyer) ment to aid the war effort. Uniquely for a Japanese
Worked as: a super-agent of the Empire of Japan warrior, he was given discretion to use his power as
Active during: the Golden Age he saw fit. Despite his fearsome reputation, many
superheroes discovered his honor and restraint,
Looks: Koshiro was a stern figure, 5’8” and in excel- growing their respect during repeated confronta-
lent shape, with short black hair and dark eyes that tions. Murakumo never defied an order from his su-
were said to flash with the storms of his namesake periors, no matter how the savage actions wounded
blade. He rarely relaxed his appearance, and dressed his spirit. His destroyer was sunk at one point, but
formally even in casual times, often in his ceremo- as to Koshiro, I’m frustrated at my inability to find
nial armor. Even on leave, he rarely smiled. He never him or his blade. Wherever he ended up, I hope it
cared for the brutality of war. was peaceful and green.
Psychology: Futoshi Koshiro was dedicated to the Honor to Motivation—Powerlust, and Bushido to
best of Japanese culture and society. He refused Bloodlust; possibly add Treacherous as well]
to bow or break in the face of the atrocities com-
mitted by some in his nation’s name, and instead
focused on the more enlightened teachings and art
Campaign Use
Murakumo is the honorable enemy and represen-
he collected. He was a skilled, cunning warrior who
tative of an idealized ancient Japan: a respected
preferred to end a battle as quickly as he could.
and respectable samurai guarding and ruling their
He didn’t like hurting people, but would without
people. Murakumo is a dangerous melee fighter
relenting. This meant he presented a quiet struggle
with a couple of powerful tricks to keep PCs off-
as compared to some of the more...verbose Ameri-
balance. He is also an excellent choice for “reluctant
can heroes. He was polite, kind, and courteous at
ally” adventures, where enemies team up to face a
all times, even in the bloodiest struggle; some who
greater threat. He represents the Axis Enemy Japan
knew him off the battlefield would even call him
in a classic four-color campaign, and provides relief
shy.
against the savage aspects of Japanese occupation in
a grittier war story, revealing that not all Japanese
Known Abilities: Murakumo’s mastery of the
are bloodthirsty monsters. He’s loyal but conflicted,
daishō bordered on superhuman to many, but I’ll
providing GMs a chance to run an enemy who is
only go as far as an incredibly high level of training.
ruthless and dedicated to the Axis effort, or deeper
When in possession of Ama-no-Murakumo-no-Tsu-
and more nuanced, depending on the emphasis of
rugi (“Sword of the Gathering Clouds of Heaven”),
the campaign.
a mystical blade of Japanese antiquity comparable in
importance to England’s Excalibur, Koshiro could
summon powerful winds to disperse any fire, or Adventure Seeds
throw objects away from him with hurricane force. Ama-no-Murakumo-no-Tsurugi has been consid-
The blade was also supernaturally sharp, enabling ered Japan’s Excalibur by scholars; now its current
Koshiro to slice through nearly any object or person. wielder wants to settle the dispute. Murakumo has
traveled to England to find the blade, and pit his
On the other hand: Murakumo could easily have own weapon and skill against it. Is there a current
become the sort of military officer that American wielder of Excalibur? Does Arthur still hold it in
propaganda (and some shameful history) records: Avalon? Can Murakumo find a way to invade that
brutal, vicious, uncaring. With a blade like his, Green and Pleasant Land? If there isn’t, then Mu-
Murakumo could murder many, many people, rakumo could be on a mission to steal it away as a
and would without remorse. Much less honorable, blow to England’s pride. If he’s worthy enough to
this Murakumo would be more pragmatic, though wield one such relic, might he be honorable enough
equally willing to end a battle as quick as possible. to wield this one as well?
He wouldn’t be concerned with the prestige of his
nation or obsolete codes of Bushido, instead seizing The war is nearing its conclusion, and the heroes
power for himself while bringing pain and death learn that the U.S. Admiralty has located Muraku-
to his enemies in as great a number as possible. mo’s destroyer headquarters. They are determined to
Political power could be in his sights as well; after sink it, and its hero, at all costs. But Murakumo has
all, who better than the wielder of such a weapon been a worthy foe, a decent man, who never sought
as Ama-no-Murakumo-no-Tsurugi to be Emperor the American heroes’ deaths. Do they help the U.S.
of Japan? Without his restraint, this Murakumo fleet defeat this ship? Help the fleet try to kill him?
might well unlock other powers in the blade as well. Do they try to find a way to save him from this fate?
[change Complications from Motivation—National And would he even want that?
76 PG: TITLE:
EQUIPMENT COMPLICATIONS
Daishō (Katana and Wakizashi—Long and short Bushido: Despite not technically being a samurai,
swords), Damage 4 slashing, Critical 19-20, Split 1 and not seeing himself as one, he comports himself
Yumi (bow), ranged Damage 3 with the honor and dignity demanded by their code
of Bushido.
SKILLS
Acrobatics 5 (+13), Close Combat (Daishō) 2 (+8), Motivation—National Honor: Murakumo is a
Close Combat (Heavenly Sword) 6 (+12), Exper- staunch defender of Nippon, and sees himself as a
tise (Bushido) 5 (+6), Insight 6 (+10), Perception 7 champion of all its culture and ideals. He dislikes
(+11), Persuasion 7 (+9), Ranged Combat (Archery) some of the military command’s dirty and ugly tac-
5 (+7), Ranged Combat (Slashing Winds) 2 (+4), tics, but holds the Emperor in high esteem.
Stealth 5 (+13)
ADVANTAGES
Agile Feint, Close Attack 3, Connected, Defensive
Attack, Equipment 3, Improved Critical 1 (Swords),
Improved Initiative 1, Instant Up, Languages 2
(English, German; native—Japanese), Move-by Ac-
tion, Power Attack, Quick Draw, Ranged Attack 3,
Takedown 2
SECOND-STORY MAN
Male, 31, 6’1”, 205 lbs., black eyes, black hair
Really: Bart Sinclair learned to control them, and then turned them on
A part of: no criminal organization all the people who were keeping him from stealing.
Based out of: New York City, New York Some people never learn.
Worked as: a professional thief Second-Story Man has gone so far as to contact
Active during: the Golden Age other super-thugs to try and organize a ‘Club of Vil-
lains’, mostly to satisfy his own vanity. He feels that
Looks: Bart Sinclair is kind of a walking stereotype. his powers are superior to any others’, and craves the
Tall and lanky, he’s got stringy black hair and a adoration of other criminals like himself. Charging
perpetual five o’clock shadow. It doesn’t help that he dues would be good, too. If only he had the cha-
likes shabby dark clothes, and when he’s in costume risma to pull it off.
(a duffer cap, domino mask and black turtleneck), it
just gets worse. Who can take this guy seriously?
Campaign Use
Second-Story Man is not a complex criminal. He’s
exactly what it says on the tin: a second story man
who comes with his own set of ropes and grapples.
He is a tricky gimmick villain who can reach impos-
sible crime scenes, challenging street level heroes
to trap him. His main objective is to get away after
snatching the goods, but if cornered, he will use his
extendable limbs to tie up the heroes, either directly
or by manipulating the environment from a dis-
tance. He’s not above drawing in innocent bystand-
ers and causing collateral damage to get a chance to
make a break for it.
TITLE: PG: 79
VIVIENNE of AQUITAINE
Female, 16, 5’7”, 135 lbs., blue eyes (solid black as Vivienne), brown hair (Black as Vivienne)
Really: Mariam Lenoir/Vivienne Le Noir Vivienne found her target in poor Mariam Lenoir.
A part of: no criminal organization With subtle, long-reaching magic, Vivienne guided
Based out of: Mansfield, Louisiana; Vivienne rules a necklace into Mariam’s possession, and used it to
an Aquitanian duchy in the Middle Ages invade the teenager’s body. When she exultantly
Worked as: a high school student; Vivienne was a set about re-establishing a new domain, Ghost Boy
duchess came onto the scene, and he drove her off.
Active during: the Golden Age Vivienne’s spirit was hurled back to her own body
in her own time, but she could try again. Thus be-
Looks: Mariam is your typical sixteen-year old gan the cycle for poor Mariam, never knowing when
blond teenage girl from the 1940s, hair in a ponytail she’d be taken over again by Vivienne fleeing her
and plain, conservative clothes. When possessed death. Ghost Boy would come to the rescue. Poor
by her ancestor, the witch Vivienne, her body is Mariam would be freed again to live in fear of the
changed, hair thick and pitch black, cascading down next possession, and unable to relax with the man
to the small of her back and fluttering in an ethereal she loved.
breeze. Her eyes become solid black, like coal, and
she uses her magic to craft a risqué costume that
would make poor Mariam faint from embarrass-
ment.
Broomstick, 16 pt array (easily removable -6) Power Loss: Vivienne’s essence is instilled in an
Ride the Winds, Flight 8 (500 mph) (16 pts)
object that she leaves for Mariam to find. When the
Combat Magic, Enhanced Parry 6, Damage 6 (Affects
Insubstantial 2) (1 pt) object is found and destroyed, Mariam is freed from
Vivienne’s possession, and she loses her italicized
SKILLS abilities and powers.
Athletics 4 (+4), Deception 6 (+10), Expertise
(Magic) 10 (+15), Expertise (Middle Ages) 8 (+13),
Expertise (Current Events) 4 (+9/6), Intimidation
6 (+10), Persuasion 3 (+7/+4), Sleight of Hand 3
(+9/+6), Stealth 4 (+6)
:
VON ARGERS
Male, 45, 5’8”, 175 lbs., hazel eyes, salt and pepper hair
Really: don’t know his actual name Von Ärgers would arrange their deaths in “terrible
A part of: the Nazi party accidents” or frame them for treasonous conduct.
Based out of: Berlin, Germany Little made the scientist happier than getting such
Worked as: a scientist undeserving rats turned over to him for experimen-
Active during: the Golden Age, and could be found tation.
in later generations on occasion. His brand of evil As the Reich started to collapse, Von Ärgers made
never seems to die. his plans to escape, gathering lackeys and stolen
equipment to flee the fiery wreck of Nazi Germany.
Looks: Von Ärgers is an older man with an aristo- He swore to continue the Aryan cause and the
cratic face framed by short graying brown hair that advancement of pure science beyond the death of
crowns his head. He always stands tall and proud, a the dream. He succeeded, and continues to threaten
distinguished gentleman in well-tailored suits, and a freedom throughout the ages to come.
gray lab coat when he works. His hazel eyes are con-
stantly on the alert, burning bright
with intelligence and zeal.
Psychology: Von Ärgers is brilliantly insane, dedi- powers, his plots should be full of epic-scale villainy,
cated to the cause of “pure science,” undeterred by super-science devices and a small army of minions
political or financial constraints and unadulterated armed with powerful weapons. His tactics should be
by human morals. He is supremely secure in his tailored to fit whatever he’s been given for this out-
own intelligence, and despises scientists who de- ing, and if it’s not necessarily consistent, well...that’s
velop theories opposing his. Reason is his mistress; just the Golden Age for you.
the only woman whose stomach he doesn’t turn. But
sometimes the lovers fight, Von Ärgers’ icy demean-
or shatters, and he becomes divorced from anything
Adventure Seeds
Von Ärgers has unleashed a new sonic weapon that
approaching rationality. He hates those moments
is driving Allied soldiers insane, turning them on
of insanity, but as he isolates himself in his old age,
each other. The heroes are rushed to the rescue, but
they’re becoming more common.
no one realizes that the sonic weapon is just the
bait. The real threat in the device is the ability to
Known Abilities: Von Ärgers is possibly the smart-
take over control of superhumans and turn them to
est man alive in his time, if not all time. His brain
the Reich’s needs. Now, non-powered heroes face
is easily able to multi-track strategies, research and
powered heroes in a desperate race to save the war
inventions, while focusing on revenge against the
effort, their friends, and their own lives!
meddling super-heroes who stand in his way. His
mind is so strong, his intellect so deep, that psychics
One of Von Ärgers’ subjects breaks free from the
find themselves thwarted in trying to penetrate his
scientist’s control, but the effects of the experiment
thoughts.
are still killing him. Can the heroes find a way to
reverse the damage? Or can they somehow unravel
On the other hand: Von Ärgers could easily put
the experiment to save the subject’s life and keep his
pure science above loyalty to the Reich. Such a mad-
new abilities? Why would Von Ärgers be willing to
man could out-think his government handlers as
offer a solution to the problem? Can they trust the
well as rival scientists; such an intellect would want
madman?
to see the occult-laden Germany purified by cold
reason. By the time World War II was in full swing,
this Von Ärgers would take over the Reich. Imagine Customization Notes
the map of a Europe won and ruled by a cold, calcu-
lating genius with unlimited resources.
Campaign Use
Von Ärgers is the classic Nazi mad scientist. It
wouldn’t be a true representation of the Golden
Age if you didn’t have a mad scientist creating evil
devices to bedevil the heroes. Von Ärgers is not
anything special outside of his mental resistances
- he’s insanely brilliant but still normal. He’s not
even been given a Variable power as is often typical
of scientist or gadgeteer types. Instead, Von Ärgers
should be given whatever plot device is necessary to
threaten the player characters. Despite his lack of
TITLE: PG: 85
The Silver Age heroes would be stronger, with more outright powers, and
the player characters of this chapter are built with this in mind. For the most
part, the constructions are still basic, but most start at the default PL 10/150
points. There are exceptions, and they’re discussed at appropriate points in
the chapter.
TITLE: PG: 87
Radar Man
Male, 39, 5’7”, 160 lbs., green eyes, brown hair
Really: Walter Kettering covered his dual identity and devices, and became
The leader of: the Radar Family Sonar Girl. Responsible to a fault, Walter tried to
Based out of: Baltimore, Maryland keep them out of action, but he was forced to accept
Worked as: an engineer, later running his own the Radar Family that now stood on the front lines
research firm against villainy.
Active during: the Silver Age
Psychology: Walter remains level-headed, calm
Looks: Walter is fifteen years older, but age is a and rational, a bedrock for friends and family. He’s
good look. He’s filled out a bit in an athletic way, become more of a leader since the arrival of his
and his brown hair has grayed. His reading glasses partners, steadily growing into the role. He’s still
are now bifocals. He has a much more relaxed at- dedicated to being Radar Man, but he’s also let him-
titude in his face and his wardrobe; he’s made it, he’s self relax with his family and business. He’s so much
got a family and the life he wants, and it shows. more comfortable with himself now.
Walter has had a chance to streamline the armor,
bringing its height down to just over six feet. The Known Abilities: Years of wearing the original
color scheme of battleship gray is mixed with black Radar Man armor altered him, internalizing the sen-
for a more stylized “super-hero” look. sory abilities of his experimental radar array. He can
sense the world around him even in adverse con-
Known History: The war came to an end, and the ditions, and overcome factors that would fool his
Golden Age passed into the history books. With it other senses, particularly his sight. He can penetrate
went the Vanguard, which broke up as members darkness, fog, and even illusions with this sense. He
retired or turned toward personal needs. Walter also broadcasts and receives radio transmissions, and
Kettering continued to fight, pitting his armor and has taken advantage of this to “broadcast” his senses
scientific know-how against crime and injustice. several hundred feet away, expanding their range.
But his experiences in those prior years had opened His streamlined armor grants him incredible
up a new world for him. He became a full-time strength, able to lift around 25 tons, and provides
engineer; fell in love and married; even founded his resistance to injury, internalized air supply and rock-
own research firm. In fact, his war-time contacts ets with 500 mph flight speed. But the newest ad-
made Walter’s firm one of the top consultants for vantage in the armor is the space to add a weapons
the government. At some point, Walter discovered suite, giving him some ranged punch as well. More
that his unique miniature radar display’s radiation versatile than ever, is it any wonder Radar Man was
had seeped into his cells and altered him. In some one of the big heroes of his age?
strange accident, he’d internalized the special sen-
sory powers. This was his sign to continue as Radar On the other hand: a villainous Radar Man would
Man, and he did so with his wife’s reluctant bless- no doubt have been sent to prison at least a few
ings. times in the prior age, if there were any heroes there
One day, Walter’s son Brian revealed his own pow- to stop him. Now older, with fading prospects and
ers and took to the streets as Sky Wave. Soon after, an aching body, a more desperate Walter could
the secretary he’d hired for Kettering Designs dis- start mass-producing a version of the new Radar
TITLE: PG: 89
COMPLICATIONS
SKILLS
Enemies: Radar Man has earned a number of dan-
Close Combat (Unarmed) 4 (+8), Expertise (Sci-
gerous foes in his two decades of activity.
ence) 6 (+11), Expertise (Engineering) 7 (+12),
Insight 4 (+6), Investigation 4 (+9), Perception 4
Family: Walter has gained a large family, includ-
(+6), Ranged Combat (Weapons Array) 4 (+4),
ing his own wife and son, a new baby daughter, his
Technology 7 (+12)
brother’s family, and Sonar Girl (who’s like a sister
to him).
ADVANTAGES
Benefit 2 (Independently Wealth; U.S. government
Motivation—Responsibility: Walter’s desire to
Security Clearance-“top man”), Close Attack 2,
be Radar Man has changed over the years. As one
Contacts, Interpose, Inventor, Ranged Attack 4
of the more powerful heroes active, and with allies
wanting to uphold his legacy, he feels the weight of
duty and being a role model more keenly than ever.
Sky Wave
Male, 13, 5’7”, 145 lbs., green eyes, dark brown hair
Really: Brian Kettering the youngster; Walter could either keep him around
A part of: the Radar Family and train him, or watch Brian run off on his own
Based out of: Baltimore, Maryland adventures and get hurt. And to his father’s surprise,
Worked as: a student during the Silver Age, high Brian has been dedicated to training and learning
school then college how to be a super-hero. The whole family is proud
Active during: the Silver Age that a new generation will be around when Walter
finally decides to retire.
Looks: Sky Wave is thirteen when he starts out,
and looks every bit the gangly youngster struggling Psychology: Brian Kettering is a well-grounded
with growth spurts. He’s nearly as tall as his father young man for a person born with mutant powers.
already, and will eventually tower over him. His hair He’s upbeat, enjoys reading and writing, and doesn’t
is dark brown, and worn thicker and longer than his mind being unable to participate in the athletics of
father would like. Brian is easy-going, with an infec- his peers. After all, he gets to be a super-hero. His
tious grin and a relaxed stance. As Sky Wave, he one irritation is his secret; he loves the adulation he
wears a simple costume typical of the time, though gets for being a hero, and he’s frustrated that he can’t
with a fun “radar web” look over the shoulders. De- tell his fawning high school peers the truth. Instead,
spite being superhumanly strong, he’s not muscle- he’s the bookworm who can only admire his alter
bound, though he’s clearly in great shape. And when ego with his friends. As Sky Wave gets older, the
he finally becomes legal, he’s a real heart-breaker, let usual issues settle in to greater or lesser extent: the
me assure you. desire for a girlfriend he can connect with; grow-
ing up in a strict household; and being the ‘junior’
Known History: Brian Kettering grew up with one partner of the Radar Family. Even Sonar Girl, who
of the great success stories of his time for a father: starts after him, is older and gets treated as an adult.
a self-taught engineer who worked his way from Even when he’s ready to go to college, the press has
repairman to respected expert, eventually founding branded Sky Wave as the kid sidekick, and he’ll
his own company. Brian wanted to be just like his struggle to shake that image. But when all is said
father when he grew up, studying math and phys- and done, he’s a good-hearted young man with a
ics, while constantly going through Walter’s work- great love for his family, who thrills to the public
shop at home. He wanted to learn all he could. He cheering for Sky Wave to save the day.
learned more than he was prepared to find out.
His father wasn’t just a self-made businessman Known Abilities: Sky Wave’s powers are all innate
and engineer; he was also the self-made super-hero mutations caused by the energies that changed his
Radar Man. Up until then, Brian hid his strange father’s body. While they are moderate to start, Sky
ability to see and manipulate radio waves from his Wave is only thirteen when he first puts on the
parents. Now that he knew he wasn’t some strange mask. His powers only grow along with the rest of
alien or monster, Brian revealed the truth to his him over the years. He is strong enough to lift about
dad. Not only that, but he designed a costume for a ton, and he has an incredible amount of endur-
himself and followed Radar Man out onto a case, ance. He can manipulate radio waves in ways that
calling himself Sky Wave. There was no stopping astound scientists. He can use them to generate
92 PG: TITLE:
a force field for protection, to fly through the air, Adventure Seeds
to fire blasts of energy, or even create small, crude Sarah Beth Fowler thinks Sky Wave is just the great-
objects out of “solidified radio waves.” And as I’ve est. She’s the president of his fan club, she’s at all his
already mentioned, that’s just when he starts. When public appearances, she publishes a fanzine of his
he’s fully grown, he’s not just really hot, he’s a pow- exploits, and she will eventually marry him. Need-
erhouse too. less to say, she’s determined to prove that Sky Wave
is really the cute, if dorky, Brian Kettering. Just as a
On the other hand: Brian Kettering has plenty of full vengeance squad of Radar Man’s old foes escape
reasons to be bitter, in his own mind. After all, his prison, and the Family has to be at its most focused,
father achieved everything through his own sweat Sarah Beth steps up her unmasking efforts. Ah, the
and tears, leaving nothing for Brian to achieve in life of a teen idol, right?
comparison. He has these powers that make him
better than his peers, but he can either reveal them A sudden growth spurt isn’t stopping. Brian’s getting
and be feared, or hide them and be taunted as a larger, his powers are getting out of control, and
weakling. Then there’s time he catches his “good, he’s endangering not just his blood and super-hero
upright moral” father carrying on with some bimbo families, but the whole city. Is there a sinister cause
cheerleader in the lab. No way he’s not having an behind it? Can the Radar Family
affair with her, the huge hypocrite! So why shouldn’t et to the bottom of the mystery before tragedy
he create the identity of Sky Wave, and head out strikes?
into the night skies to embarrass both of his father’s
identities?
Customization Notes
Campaign Use
Sky Wave is the classic sidekick: eager and excited to
help his mentor while more than ready to fly direct-
ly into trouble. Sky Wave is a lower-point version of
his father, with a well-rounded mix of offense, de-
fense, movement, and a utility power. He can fight
melee and ranged with similar effectiveness, and
Create Object gives him versatility a creative player
can enjoy. He’s built to be a lower PL than the rest
of the Radar Family to mimic the superhero “fami-
lies” of the Silver Age, but there’s no reason he can’t
be PL 10 as well. He’ll just become more effective
at what he does well, without stepping on any toes.
But for some player groups that want to experiment
with the notion, Sky Wave can still be useful at his
lower level, and provide some fun opportunities.
And don’t forget, Sky Wave’s status as the dreaded
‘junior partner’ can send Hero Points flying dur-
ing Boy Hostage scenarios, and impulsive headlong
rushes against incredible odds.
TITLE: PG: 93
Sonar Girl
Female, 23, 5’5”, 145 lbs., blue eyes, blond hair
Really: Sandra Doran the Radar Family. It made her feel, for a little while,
A part of: the Radar Family like she was Radar Man’s wife. The press of the time
Based out of: Baltimore, Maryland insisted on calling her Sonar Girl, which frustrated
Worked as: a secretary for Kettering Designs her. They could have at least said Sonar Woman, or
Active during: the Silver Age Lady, or something more grown-up. Worse, Walter
would talk about his wife, his son and his brother,
Looks: Sandra Doran is a fit and trim woman in and Sandy would never try to break up a happy
her early twenties, full of bubbly excitement which family. Instead, she pined away for the man she
shows on her face and in her moves. One can tell could never have, fighting crime under an identity
she’s a cheerleader, both by her physical condition- forced upon her. Eventually, she’d graduate, and find
ing and bright disposition. Her blond hair is shoul- a love of her own. But until then, Sonar Girl battled
der-length and often in a ponytail, though she wears crime as a valued member of the Radar Family, and
it loose as Sonar Girl. She’s got such a friendly face, maybe occasionally, her frustrations would leak out
it’s hard to not like her. Her skirt-and-cape costume onto villains.
is typical of the period, and truly adorable.
Psychology: Sonar Girl is a mix of emotions. Typi-
Known History: Ah, Sandy, a girl never quite able cally an upbeat young woman with a true “cheer-
to get what she wants. True, she got into a good leader” attitude, she’s constantly supportive of her
college (the University of Baltimore); she landed a friends without reserve. But she can get quiet and
good job with a fast-growing company; she even got withdrawn when she thinks no one’s paying at-
to meet her idol, Radar Man. But she couldn’t get tention. She isn’t emotionally unhealthy; she’s just
into the college of her choice; she only got a job as a suffering growing pains in a time when conformity
secretary; and when she learned that Radar Man was and family is king. She’s torn by her deep love for
also her boss, Walter Kettering, she learned she’d Walter, and the genuine affection she’s developed
never get her man. for his family. She’d never want to be the cause of
But she was undeterred. Sandy loved Walter their pain, even if it means her own heart suffers.
desperately, but she’d never hurt him or his family. She’s emotional, passionate, romantic and carefree.
After learning of his dual identity, she scavenged It’s this whirlwind that drives her as Sonar Girl, and
leftover parts from Walter’s workshop to make her makes her the heroine she is.
own Sonar identity. She knew this would give her
ample opportunities to bond with Walter, spending Known Abilities: Sandy Doran has no superhuman
long hours at investigation and surveillance in the powers. She’s whip-smart, and gifted athletically;
struggle against evil. Radar Man wasn’t overly happy if she’d focused at a young age, she’d have been an
with another partner suddenly popping up, but San- Olympic gymnast. As Sonar Girl, she cobbled to-
dy and Brian seemed to get along well, and the press gether her own exo-suit, later replaced by a suit Wal-
loved the Radar Family. She would have followed ter refined specifically for her. This gives her a mea-
him secretly if he didn’t take her on; if she was going sure of super-strength and the ability to fly. Since
to be around, it only made sense to take advantage her outfit contains fewer and lighter pieces than
of her abilities. For her part, she loved being part of Radar Man’s, she can reach much higher speeds. She
TITLE: PG: 95
wears a headset that grants her a sonar sense, similar afoot to sunder one of the great superhero families?
to Radar Man’s, but based on ultrasonic sounds and Or is there an equally dangerous, but less evil reason
hearing rather than radio waves. She also has a sonar for the bizarre mystery?
weapon with several useful attacks strapped to her
wrist. A Kettering family vacation takes a dangerous turn
when a villain strikes. Sonar Girl arrives to support
On the other hand: there’s at least one outlying Radar Man and Sky Wave, but the master plan un-
timeline, branched off so far that it gives me severe leashes an avalanche, inferno, or some similar large-
vertigo to enter it, where the world is truly topsy- scale disaster. Now, Sonar Girl is stuck with Radar
turvy. This version of Sonar Girl is consistent with Man’s wife in a struggle for survival, trying to help
the one we know so well, until frustrations mounted injured civilians and work their way back to the rest
too high for Sandy. In this ultimate tangent of of the family, and leaving Sonar Girl to contend
a world, grown-up Sandy, denied her true love, with her rival for Walter’s affections.
seduces his wife instead. Sandy turns her against
Walter, breaking up the family. This Sonar (and woe Customization Notes
to anyone who adds Girl after her escapades warp
to the max) and her lover go on a rampage in the
Bronze Age, dedicated to ruining the reputation of
the Radar Family by bedeviling the heroes of later
periods. Ugh, just thinking about being that far out
is a wild storm of epic ugliness. Let’s just move on
quickly.
Campaign Use
Sonar Girl is the ranged and agile member of the
Radar Family. She has decent super-strength, but
her true abilities lie in movement; avoiding being
hit, maneuvering around enemies, and unleashing
various ranged attacks. Her skill set and advan-
tages make her hard to target, and she can provide
distraction as a result. She does lack some of the
versatility of the other two members, between Radar
Man’s Inventor, and Sky Wave’s Create Object
power. On the other hand, she offers a different
kind of physicality and hands-on action that the
more intellectual members lack.
Adventure Seeds
The heroes have found themselves with a strange
pair of requests. First, Radar Man and Sky Wave
come searching for Sonar Girl, who vanished a
couple of days ago. Then Sonar Girl arrives, des-
perate to save her missing Family members, and
needing the heroes to help. What sort of evil plan is
96 PG: TITLE:
REDEEMER
Female, 35, 5’8”, 185 lbs., green eyes, chestnut hair
Really: Katherine Landon and the vitolite rays worked their delayed magic on
A part of: the unofficially named Redeemer Family her. Eventually, Katie noticed how much stronger
Based out of: Houston, Texas and more durable she was. Her leaps were longer,
Worked as: a private investigator she recovered faster, and one day, she leaped into
Active during: the Silver Age the air and learned she could fly, very very fast.
She’d been given a second chance to make up for
Looks: Katie grew into a lovely woman in her mid- the mistakes of youth. Redemption could be hers,
thirties, with chestnut hair to her shoulders, and and she took her new code-name to remind her of
a curvy body still in great condition. Her weight the responsibility inherent in being a masked hero.
looked great on her, an elegant, classy dame. She Redeemer took to the Houston skyline at the birth
wears comfortable clothes: plaid shirts, blue jeans, of the Silver Age, and eventually learned to forgive
sneakers. She’s not all that concerned at this point herself, side-by-side with new allies.
in her life with “gussying up”. As Redeemer, her
costume is all sky blue and sleek silver, and fits her Psychology: Katie is still a good-hearted woman,
new role and attitude well. dedicated to justice and protecting the innocent.
She’s just much more serious about it now. She rec-
Known History: Katie Landon’s life was a grand ognizes the mistakes of her past, and works hard to
adventure full of chills and thrills with a hint of rectify them. At first, Katie was too serious and cau-
romance, as she careened through Houston in the tious, and rarely enjoyed her new gifts, or her return
Golden Age as the Troubleshooter. All that high- to costumed activity. Thanks to her “family”, she’s
living and devil-may-care attitude crashed to a halt opened up that calloused heart, and learned to take
when Constable came to town seeking help. It pleasure in her powers. She is a strong and secure
seemed a vitolite ray projector had been stolen by mother figure, though occasionally still haunted by
the Dart, who intended to boost his own powers flashbacks of Roger’s death. Redeemer has become
with it, then sell it to foreign agents. Troubleshooter understandably leery about making close ties to
and Roger were already on the case, but the Dart non-powered people while in her mask. As Katie
captured Roger, and used him to blackmail the her- though, she’s very friendly, caring and concerned.
oine: help stop Constable, or Roger would pay the Maybe even a little too friendly, if you ask some.
price. When Troubleshooter attempted a double- “Busy-body” has been mentioned once or twice.
cross of the super-villain with Constable at her side,
the projector exploded, bathing Katie in vitolite ra- Known Abilities: Katie developed superpowers due
diation. As Constable played clean-up and stopped to the vitolite explosion. She is now very strong,
the agents, the wharf-side warehouse crumbled into able to lift nearly a ton, sometimes more if she re-
the ocean. Katie tried, but was unable to save Roger ally pushes herself. She is very hard to hurt as well,
as he sank into the waters. and recovers faster than normal. She has no need to
Katie never really got over the loss of Roger, feel- breathe, which is helpful up in the sky. She reaches
ing her carelessness was responsible for his loss. She nearly Mach 3 flying, making her one of the fast-
quit the super-hero life, and attempted to pick up est objects on Earth in this time. She’s a very skilled
the pieces of Roger’s detective agency. Years passed, hand-to-hand fighter with a good aim, and an excel-
TITLE: PG: 99
lent detective, having learned from her father and Sun Devil returns! The horse is stronger, faster, and
Roger. more durable than ever, and Redeemer has to face
the fact that her super-powered mount is destroying
On the other hand: Katie’s discovery of her powers the town. Is he truly on a mindless rampage? Or is
might not lead her to believe in redemption. In- the newly-intelligent animal luring the heroes into
stead, such power might be turned on the criminal even greater danger?
world with a dangerous fury. Very quickly, Vindica-
tor would become a frightening scythe against vil-
lainy. A bloody swath of dead crooks quickly drew
the attentions of other heroes, whose good name The Wonders of Vitolite!
she was being ruined with her violence. Even a less Nathan Rayburn discovered, or developed, a
bloodthirsty Vindicator could be hunting down wavelength of energy he named vitolite. No one’s
criminals, locking them up in her very own prison sure if it was discovered or developed, because like
with no chance of release. This Katie would still use many scientists who made astounding advances
some of her old equipment. In her hands, the lariat in technology, his notes were lousy and hard to
and bolos would become even more dangerous, replicate. Vitolite could have changed the world;
allowing her to Extend her Strength for grappling, instead it gave us some super-heroes, but that’s not
damage and throwing people around. And who so bad, I guess. Regardless, vitolite energy is able
knows how Vindicator would react to super-heroes to impregnate the cells of a living being, making
who didn’t believe she was still devoted to justice? them work better, enhancing their innate structure,
and providing limited supernormal strength and
durability. The process wears off over the course of
Campaign Use days, and since there’s never a precise enough way
Redeemer is a slightly different kind of brick. She’s to measure the vitolite’s output, it’s never really
strong, but not greatly so, as hard to hurt as the PL guaranteed how long each exposure will last.
would indicate, but she can recover more quickly
than usual for bricks. Her high levels of attack What no one predicted when Constable began his
bonus enable her to take advantage of combat career is what long-term effects vitolite would have
maneuvers, making her more versatile in combat on those cells irradiated with power regularly. The
than would normally be expected. She’s a thinker grim truth; repeated, long-term vitolite irradiation
too, with street-savvy skills that make it hard for will damage a person’s body. After the Golden Age,
criminals to evade her for long. She offers players a Robert learned this result, sadly. It’s this discovery
chance to take different approaches to hammering that would lead the government to shelve its use
the enemy on physical terms. and replace Constable. In the Bronze Age, the
decision is made to bring out a new super-agent,
Adventure Seeds but by then, research enabled them to find a way
Revenant comes to see his former Vanguard team- to use the radiation to empower a special suit that
mate with bad news: someone has kidnapped could provide second-hand vitolite, and Alpha
Roger’s spirit, and he suspects it’s to blackmail Agent would be born. Other people would learn
Redeemer and her family into committing a terrible other ways to apply this miracle energy, or develop
crime against the living. Talk about her worst fears powers from it, and it makes a great element for
come back to haunt her! Can she face her greatest new hero or villain origins, super-weapons, odd
failure? Can she earn the ultimate redemption from disasters, or whatever other uses a GM can dream
Roger’s ghost? up.
100 PG: TITLE:
FAITH
Female, 16, 5’4”, 120 lbs., brown eyes, brown hair
Really: Hope Landon Each one touched her during those dreams, and
A partner of: Redeemer, and member of the unof- filled Hope with their spiritual essence. Whether
ficial Redeemer “family” it was a celestial miracle, something in the fire, or
Based out of: Houston, Texas Katie’s own burgeoning powers rubbing off, Hope
Worked as: a student, later a doctor left the hospital with her own special abilities. When
Active during: the Silver Age Hope stumbled over Katie’s old Troubleshooter cos-
tume and trophies, she realized Katie was her war-
Looks: If Faith could look any more sweet and time idol, as well as mother. She convinced Katie to
innocent, I don’t think I could stand it. She has take up a new name, and use her powers to make
bouncy light brown hair that bobs at her shoulders, amends if Katie felt so strongly. Hope helped her
and wide “princess” eyes that look deep into you develop the Redeemer identity, and when Redeemer
without judging. She’s slim and lithe, just under five stepped onto that first rooftop, cape flapping in the
and a half feet tall, very unassuming, utterly ador- Houston winds, Faith stood by her side. Her smile
able. And yet...when she lets go, she can grab your beamed bright enough to announce to the world
attention and hold it for as long as her satin voice that there were new heroines on the scene.
chooses. She wears a simple silvery-white tunic and
knee-length skirt belted at the waist with a sky-blue Psychology: Hope’s optimism and cheer fit her
sash, matching her guardian’s colors. name well. No matter how dark something gets,
Hope is the point of light that helps her allies get
Known History: Before Katie Landon became through it. I’m not sure if all super-powers are fash-
Redeemer, she used her new powers when they were ioned by a person’s personality, but it seems to have
sorely needed. Like the time a terrible fire swept done so in Faith. She is incredibly secure in herself,
through an orphanage full of children abandoned and supports and encourages others; sometimes, it’s
by the war. Katie did all she could to help the fire a bit too much.
department, but it was a powerful blaze, and for Of course, there are those parts of herself that
many of the children, help came too late. But Katie Faith doesn’t like to face. Despite the uplifting
rescued Hope that day, and though she didn’t know nature of her powers, she’s a teenager with too
it yet, Hope would save Katie. much tragedy in her life, and ultimately Faith is
Hope recovered in the hospital for a few days haunted by all those no one could save; all those
before Katie took her in. Eventually, Katie would who empower her to do good now. There are times
adopt her, and give Hope her last name. There was she wonders if she can live up to their expectations,
something about the teenager that reached out to and their sacrifice. She isn’t sure if she can ever live a
Katie, a fierce optimism despite losing her family normal life. Does she even want to? She’s confused,
and now her friends. After all, there was a silver she’s not perfect. She’s just rather amazing.
lining in the dark clouds of the fire, she once told
Katie. She’d found a new mother. Known Abilities: Faith claims her powers come
Hope received a second silver lining as well; dur- from the celestial energy given her by the spirits of
ing her recovery, Hope swore that the dreams she the orphans who died in the fire. She can heal others
had of her fellow orphans healed her body and soul. with her touch, though sympathetic wounds open
102 PG: TITLE:
up on her body when she does. Her touch can em- Campaign Use
power others with the peak of human strength and The Redeemer family models the “one big hero,
stamina, or increase her own strength enough to lift and less powerful supporting characters” premise of
10 tons. She can fly, not as fast as her guardian, but many Silver Age comics. Faith is a sidekick, almost
250 miles per hour is nothing to sneeze at. She can completely a support character. She can be an inter-
hear cries for help over great distances, see visions of esting role to play, able to keep her allies going, and
people in danger, or catch the whispers of troubled saving innocents caught up in the fights of superhu-
souls contemplating terrible choices. mans. When needed, she can land a hefty punch of
her own, even if it’s still below PL 10. Her Persua-
On the other hand: in a few timelines, Hope’s sion, Perception, and Insight skills, coupled with
wickedness was the cause of the fire. Why? Who her Cry for Help power make her a natural “big
knows? Some people are born with a hatred of the sister” kind of character. She’s lacking in Advantages
living, others are driven to it by circumstances. and other skills due to youth and inexperience, but
Hope embraced this path, and the fire was in fact this offers her a wide range for character develop-
a massive sacrifice. With that, she stole those chil- ment.
dren’s spirits and forged herself into the vicious
young vixen, Despair. She even wormed her way
into Katie’s confidence when she allowed the wom- Adventure Seeds
an to rescue her and take her into her home. Within Someone has figured out the source of Faith’s pow-
six months, Hope had convinced Katie to com- ers. This mystically-oriented foe has found a magical
mit suicide to make amends and be with her lover, ceremony that will allow him or her to command
Roger. Hope inherited Katie’s estate, and turned the dead, and the spirits inside of Faith are forced
her attentions on larger targets. Despair enervated to obey! The spiritual essence could be drawn out of
people, rather than empowered them, stealing their Faith and leave her powerless; or worse, this mys-
energies to make herself stronger, prettier, and more terious enemy can command Faith directly. Either
dangerous. [Despair should have Enervate, Weaken way, Redeemer and Troublemaker need to stop
8 (Abilities; Broad, Simultaneous; 24 pts) linked Faith from committing crimes while trying to un-
to Empower Self, Enhanced Abilities 12 (Strength cover a foe outside of their usual expertise. Can the
+7, Stamina +5; Fades-1 rank each round from each heroes come to Redeemer’s aid and Faith’s rescue? If
Ability; 12 pts) for a total of 36 power points. Let the PCs are the Redeemer family, maybe they turn
her keep her Cry for Help power, since she’s likely toward the Watchful Gaze for expert advice.
to encourage such actions and draw power from
them. Increase her Agility and Fighting 4 each, It’s the ribbon-cutting on the new orphanage,
and Presence to 3; increase Dodge and Parry to 8. and Redeemer and Faith are asked to attend. The
Replace Animal Empathy with Attractive 1, add original cause of the fire has finally been discovered;
Power Attack and Ritualist, and for skills give her another orphan had hoped to acquire tremendous
Close Combat (Unarmed) 4 (for PL 10 offense) or power from the sacrifice (see On the Other Hand:
6 (for PL 11 offense), along with ranks in Exper- Despair earlier), but Faith ruined that chance. With
tise (Magic) for Ritualist, depending on individual a new building funded by Faith, there’s a second
campaigns’ emphasis. That will increase Despair’s chance, and this bitter, wicked orphan is ready to
point totals to 150 points, plus whatever extra skill wreak revenge, in full view of the assembled sup-
ranks, and make her a roughly PL 10 villain when porters and media!
energized.]
TITLE: PG: 103
TROUBLEMAKER
Female, 24, 5’5”, 135 lbs., brown eyes, auburn hair
Really: Sofia Nicopoulos with the urban cowgirl: their guns, acrobatics and
A part of: the Redeemer “family” bouncy combat styles were so similar. Slowly So-
Based out of: Houston, Texas phie realized she could move to Houston, become
Worked as: college student and part-time waitress; Troubleshooter, and start all over. She’d be able to
eventually, she’ll become a private investigator make amends for her criminal life without anyone
Active during: the Silver Age prejudging her.
She wasn’t prepared for a confrontation with
Looks: Mist has grown up into Troublemaker. In Redeemer and Faith, who seemed to take the whole
her early twenties, Sophie is not all that much taller, idea personally. There were misunderstandings, hurt
but she’s filled out nicely. Her hair has gone from feelings, and a few punches were thrown. In the
dark brown to a lighter auburn and her face has end, secrets were uncovered. Katie could hardly live
slimmed. Sophie wears a version of Katie’s Trouble- up to her new identity if she didn’t give Sophie a
shooter outfit, updated, sleeker, tighter, and fitting chance, despite her initial misgivings. To compro-
her acrobatic style. mise, Sophie altered her name and became Trouble-
maker instead, ally and nuisance partner of the
Known History: All the fun and games, the high Redeemer family. Amazingly, despite her impulsive
society parties and charity balls, the glitz and glam- act-first nature, she proved to be a good friend and a
our of masks and bow ties came to a sudden crash true success story. Sophie even followed in her new
one day. Sofia’s life stopped being a tilt-a-whirl of mentor’s footsteps, joining the detective agency after
fun when Midnight and Mist were finally unmasked college.
by the heroes and arrested by the cops. Her guardian
went to prison, but Sophie was old enough to avoid Psychology: There’s not a lot of change between
foster care again. She served out a light sentence, Mist and Troublemaker. Sophie’s still headstrong,
then stepped back into the world to find a last gift hard to reach, impulsive and full of mischief. It’s
from her dear father Ned: an account stuffed with just now, she puts it all on the side of the angels.
enough money for her to live comfortably and at- She’s trying, anyway. She’s still rough around the
tend college. edges in her new, modest lifestyle, and the high-
Sophie tried to return to the streets as Mist, this class mannerisms she learned growing up are of
time to make up for her criminal past. The problem little help anymore.
was, no one gave Mist that chance. The cops and the
press were all wary of her, and a few savvy criminals Known Abilities: Troublemaker has no superhu-
managed to slip away by blaming her for the crimes man powers, she’s just more skilled at what she did
she had interrupted. Dejected, Sophie hung up Mist well as Mist. An Olympic-level gymnast and savvy
forever, and tried to find excitement in college. She martial artist, she has great aim with firearms, and
tried to convince herself that being a superhero was even mastered the lasso-work of her predecessor.
silly, anyway. Other heroes were vanishing from the Her street savvy makes her invaluable to Redeemer’s
news, taking off their masks and disappearing from detective work, and the two of them learn a lot
the stage. Even Troubleshooter down in Houston from each other.
had apparently retired. Sophie always felt a rivalry
TITLE: PG: 105
On the other hand: it’s easy to find timelines where foe who sees past Troublemaker’s mask, and is out to
Sophie comes out of her incarceration with more bring Mist’s ghosts back to haunt her?
bitterness and spite in her heart. Believing Trou-
bleshooter is out of the picture, Sophie becomes The adventure seed you’ve all been waiting for:
Troublemaker to attack her predecessor’s reputation, Midnight is back! Out of prison and eager to begin
to ruin it like she and Ned were ruined. This Trou- anew, he’s come to recruit his Mist back to his side.
blemaker needs to up her game in order to compete All the campaign’s plot threads and character com-
against an enemy like Redeemer. An electrified plications collide over this pivotal event in Trouble-
lasso stolen from the Golden Age villain Lariat, maker’s life. What could make things worse? What
combined with special ammunition would change if Ned shows up too, saying it’s not him behind the
the game for the Houston streets of this timeline. mask?
[For this version of Troublemaker, increase Agility
by 1, Dexterity and Fighting by 2, and Dodge by
1. Give her a couple more points in Defensive Roll,
Customization Notes
raise Ranged Attack or Ranged Combat (Guns) as
preferred for the campaign; add in the stats for the
Electrified Lasso from Lariat, and give her some
Ranged Damage with extras: area-effect burst,
multiattack, penetrating, whatever fits the campaign
and GM’s preferences, bringing her general PL up
to 10.]
Campaign Use
Troublemaker is a super-normal who can’t leave the
world of masks behind her. She feels some regret for
her misspent teen years, fitting the overall theme of
redemption and vindication in the Redeemer family
(and a campaign centered on them). Troublemaker
is also the...well, troublemaker of the group. She’s
the one who gets into difficulties, and acts without
thinking ahead. Her light-hearted nature contrasts
well with Redeemer’s serious personal mission and
Faith’s sometimes-saccharine inspiration. On a me-
chanical level, Troublemaker provides ranged attacks
for the trio, as well as back-up for hand-to-hand
fighting, and additional team support.
Adventure Seeds
Troublemaker is framed for a crime spree and the
evidence against her is strong. Redeemer is ready to
hunt her down, hurt by the betrayal. Faith believes
in their friend; it’s her very purpose after all. Trou-
blemaker is even more hurt by the mistrust of her
guiding light. But was it her, or could it be an old
106 PG: TITLE:
SKILLS Defense
Acrobatics 7 (+13), Close Combat (Knife) 3 (+7), Dodge 10 Fortitude 6
Close Combat (Lariat) 3 (+7), Close Combat (Un- Parry 8 Toughness 6/2
armed) 4 (+8), Deception 5 (+5), Expertise (Street- 8
Will
wise) 5 (+5), Expertise (Survival) 3 (+3), Investiga-
tion 4 (+4), Perception 4 (+7), Persuasion 5 (+5),
COMPLICATIONS
Ranged Combat (Knife) 3 (+7), Ranged Combat
Impish: Troublemaker is well named; she enjoys
(Guns) 4 (+8), Sleight of Hand 4 (+8), Stealth 6
pranks, jokes and fooling around. She’s an effective
(+12), Vehicles 6 (+10)
crime-fighter (as effective as she was as a criminal),
but she has difficulty taking things seriously, and her
ADVANTAGES
actions can sometimes backfire on her in numerous
Agile Feint, Close Attack 3, Contacts, Defensive
ways.
Attack, Defensive Roll 4, Equipment 5, Evasion,
Improved Critical 1 (Handguns), Improved Initia-
Motivation—Redemption: Troublemaker is at-
tive 1, Improvised Weapon 1, Instant Up, Language
tempting to turn her life around from a childhood
(English; Native—Greek), Move-by Action, Power
of crime, repaying the wrongs she’s committed by
Attack, Precise Attack 2 (Close and Ranged Cover),
doing good, though at heart, she’s far from virtuous.
Ranged Attack 2, Taunt
Social Class: Sophie was raised in a high class
lifestyle. Now she’s in a much more work-a-day
world, and working with Redeemer and Faith, both
of whom are middle class. Ultimately, Sophie has
trouble fitting in, often bringing the wrong expecta-
tions with her to social scenes.
B.U.B., a utility robot built by Tom for help with Legacy: The Second Chance Squad was a good
his experiments. Martha Rodriguez was recruited and noble experiment; John Whitehorse’s heart was
for her expertise in history and archaeology when in the right place. Unfortunately, they were mired
dealing with the cursed peat bog mummy. Monk, in the military-industrial politics of the time, and
the mysterious intelligent talking gorilla, was their Whitehorse was trapped by his own Air Force ca-
final member. reer. Had he kept the Squad a purely civilian group,
For years, they served as the government’s replace- they might have been more effective and not broken
ment for the Vanguard of America, until the strain up. Unfortunately, their success gave the Pentagon
of being answerable to the government got to be too hope that government super-teams could work,
much for Whitehorse. Rather than let the Colo- leading to unmitigated disaster in the future.
nel destroy his pension and his standing, the team
resigned and left.
Customization Notes
Resources: The Second Chance Squad operated
out of a highway rest stop that was a secret cover
for their headquarters. It was a convenient central
location in the nation to store their large number of
vehicles. Their headquarters also used an unfinished
missile silo as a vertical launch tube for their Stra-
toracer.
Stratoracer
Size: Gargantuan Strength: 12 Speed: 10 (1200
mph), Toughness: 15 Defense: 0; Navigation Sys-
tem, Sustained Protection 4 (28 pts)
Command Truck
Size: Huge Strength: 9 Speed: 6 (120 mph) Tough-
ness: 14 Defense: 6; Navigation System, Oil Slick,
Smokescreen, Sustained Protection 5 (18 pts)
Squad Car
Size: Large Strength: 6 Speed: 7 (250 mph) Tough-
ness: 7 Defense: 8; Hidden Compartments, Navi-
gation System, Oil Slick, Smokescreen, Sustained
Protection 3 (17 pts)
TITLE: PG: 109
go-to officer for the Pentagon, and felt betrayed by Customization Notes
the Vanguard abandoning their posts. This White-
horse views all current superheroes as pretenders and
does what he can to discredit them. His disgust with
soldiers who were too soft to do their jobs led him
to develop Project: Rewire, where sensitive missions
were turned over to his Second Chance Squad. The
squad rebuilt dying soldiers into vicious combat
monsters and ushered in a new level of terror to war.
Campaign Use
John Whitehorse is the conflicted career military
man. He understands the military’s purpose, but has
no desire to see more wars without noble purpose.
He wants to make amends for the civilian blood
he’s shed, but he has no issue with killing his or his
government’s enemies. His squad is like a second
family, but he is frustrated by their civilian view-
points, and how angry they get at his adherence
to Pentagon orders. The character’s story potential
is varied and strong as a result, and the hint of his
wife (and maybe children) indicates other stories as
Caves, Seas, Space,
well. In combat, he’s the strong center of the group, Time and the Unknown
directing the action while providing the backbone.
As mentioned under A Family Affair, a
common motif for the Silver Age com-
Adventure Seeds ics was a team of well-trained specialists
The United States is losing track of its satellites, and brought together under a specific theme,
they suspect an enemy killer satellite. The Second and taking on threats to the world that
Chance Squad is sent out to investigate, but very intersected with that theme. Oddly-pow-
quickly learn that the Communists are also losing ered groups of characters also appear late
contact with their network. Now the race is on to in the Silver Age. Often low-powered as
discover what’s behind it! Is there a secret master- well, they battled specific types of strange
mind like Von Ärgers at work? Or maybe it’s an menaces. Both these concepts proved
alien scout crippling the Earth’s only chance at an very popular, and there are a number of
early warning before the invasion fleet arrives! their legacy titles that are still in print,
or resurface regularly, from this era.
The Squad is called in to shut down a military ex- Presented here are examples of each type
periment gone bad. But as the experimental victim of group: the extra-talented specialists
rampages across the base, a second force snatches against terrible dangers, and the oddly-
Whitehorse away! What does Whitehorse secretly powered outcasts defending the world
know about the experiments, and will the Squad from threats only they can deal with.
put up with being left in the dark?
TITLE: PG: 111
Psychology: It’s a robot. And despite its advanced BUB is launched into space to repair a vital satel-
state for the Silver Age, it’s still an early one with lite. When it returns, it finds Tom acting strangely;
limited abilities. Unlike most fictional (and some so are the other Squad members after he visits each
real) robots, it never developed independence, of them. BUB must try to overcome its limitations
though it had basic communication skills. It was a and find other help to explain this mystery. Is there
service robot, and followed its programming to the something in BUB infecting people and changing
letter. them? Were the team taken over while he was away?
If so, by whom? And how can one makeshift little
Known Abilities: BUB is equipped with a broad- robot convince anyone that there’s a terrible con-
spectrum sensor array and a broadcast antenna. spiracy underfoot?
Built-in rockets enable it to fly, with decent maneu-
verability if not great speed. BUB’s main weapon is
its laser torch, even though it was intended to just
be used for cutting. Its open-ended construction al-
lows for a wide range of activities.
TITLE: PG: 113
ADVANTAGES
Close Attack 2, Diehard, Eidetic Memory, Team-
work
Known History: Doctor Calvin “Cal” Martin is a Psychology: Cal Martin has an analytical mind and
modern Renaissance man. In a time of racial dis- prides himself in quickly considering many differ-
crimination and people quick to say “no,” he was ent possible outcomes. He gets upset or despon-
the first to smile and say, “watch me do it anyway.” dent when he misses something that he thinks he
Calvin was a very bright child; he learned to read shouldn’t have, especially if it causes an accident
by age three and took to math like a fish to water. or problem. Cal is a friendly guy who loves to talk
He breezed through high school in a couple of years about his work and his hobby when someone’s in-
while figuring out which college to apply to first, terested, often using technical terms that confuse his
and how to win scholarships for it. teammates. He’s also an adrenaline junkie who loves
His parents figured he’d attend one of the his- to race and put his life on the line. The Squad lets
torically black colleges but he had his mind set on him put his brain and his body to good uses, and he
Southern Cal University, and got in on a full schol- loves it.
arship. He added Physics to his original Mathemat-
ics major for a double after a class in physics hooked Known Abilities: Don’t believe for a moment that
him on the idea that the universe could be expressed a mathematician and physicist can’t be a dangerous
mathematically. During this time, a friend interested individual. Calvin Martin has no superpowers but
him in amateur car racing. He’d never considered it he is a crack shot with a pistol and has some hand-
before, but after watching a few races, he was drawn to-hand training. He becomes even more perilous
into the calculations of speed, drift and geometry once you get him behind the wheel of his souped-
that went into high-speed driving. Cal tried it out, up race car. Cal is a natural driver and has the ability
found the adrenaline rush intoxicating, and became to make his vehicle an extension of his own body.
very good at his new hobby.
All went well until Cal crashed, and suffered life- On the other hand: Things never went right for
threatening injuries. He lost his scholarship and had another Cal Martin. He had to work to support his
to withdraw from college, just as his medical bills parents, so he couldn’t get the scholarship he need-
piled up, and everything collapsed around him. He ed, then couldn’t get into a good school. He wan-
TITLE: PG: 115
dered into some bad directions; illegal racing helped Adventure Seeds
take his mind off his worries, and petty crime gave Cal is intrigued by a localized area experiencing a
him some extra money to race. He designed a killer time bubble where things seem frozen. The team
car, and his ill-gotten gains let him build it. Now as investigates just as the bubble bursts, spilling out
the Wheelman, Cal is a terror for hire on the streets people and objects from other times. Now, Cal has
of America. to reverse the effect while the team acts as contain-
ment! What caused it? An experimental side effect?
Campaign Use Some magical eruption? Or what if the “side effect”
Cal Martin is an interesting combination of brains is what he some mastermind wanted for a sinister
and action. He’s an ace racer with a special car for purpose?
that purpose, but is equally at home at a chalkboard
working on advanced equations. He applies this Cal has entered a cross-country race for relaxation.
analysis to everything, working the angles out in ad- However, old enemies of the Squad have entered
vance, which is why he’s so fearless doing daredevil their own agents. The heroes must keep Cal alive
stunts. Cal should do everything in the most high- against the odds, and uncover the mystery man
risk way, to gain a Hero Point from his “Daredevil” organizing the attacks!
complication and spend it to succeed.
Slipstream
116 PG: TITLE:
MONK
Male, 14, 5’8”, 335 lbs., black eyes, reddish-brown hair
Really: Monk Known Abilities: Monk is a gorilla with genius-
A part of: the Second Chance Squad level intelligence. He is an expert biologist and
Based out of: Dodge City, Kansas competent field medic, and provides backup for
Worked as: a research scientist with Project: Re- Tom Wilson on advanced technology. While he has
Right no formal combat training, Monk retains the jungle
Active during: the Silver Age instincts that serve him well in a fight.
Looks: Monk is a mature mountain gorilla with On the other hand: Another Monk was only one
reddish-brown fur and dark, intelligent eyes. He of an experiment to create a servant race of war-
likes to dress in a lab coat and heavy smock in his riors for a mad supervillain. He installed in them a
lab, and has a specially crafted uniform for field hatred of all humanity, and sent them to establish a
work. new world order under their master. Monk just hap-
pens to be the smartest and strongest, and has been
Known History: During the war, there were a named the Gorilla General.
number of programs tried to boost the intelligence
of animals. Public outcry shut down most of them
over concerns about “playing God” or creating a
Campaign Use
What is the Silver Age without an intelligent talking
slave race; the rest stopped after numerous failures.
gorilla? Monk fills that role, obviously, but he also
Monk was the rare success of one of these programs,
brings his own field of expertise and medical sup-
but he doesn’t know which one, or who succeeded.
port to the team. He’s both a support and front-line
One day, there was a talking gorilla on the Squad’s
fighter, being their strongest member with decent
doorstep. Monk had secret knowledge about them
combat abilities. With his strength and throw-
and their operations, and claimed they were the
ing skill, he makes a surprisingly effective ranged
only place he could go to be accepted. They reluc-
attacker. His story potential is also obvious, with a
tantly took him in and helped him acclimate to hu-
mysterious past and creator out there lurking to be
man society while he educated himself. In time, he
uncovered.
became an expert biologist, as well as valued team
member.
Monk is one of the first of the Squad into any Adventure Seed
dangerous situation. His actions combine with his A government scientist claims that Monk is the re-
novelty to make him a minor celebrity, a fact that sult of his experiments and is government property,
causes him no end of amusement. Monk and Tom demanding Monk’s return. The Squad investigates
Wilson have become best of friends. while stonewalling the orders, leaving Whitehorse
caught in the middle. As things start to swing in the
Psychology: Monk seems just as human as the rest scientist’s favor, Monk panics and runs away. The
of the team most of the time. He tends to live in the team must learn the truth, find Monk and convince
here and now, not worrying about tomorrow. Monk everyone that their friend deserves to stay with the
has an incredible curiosity which often gets him into Squad.
trouble.
118 PG: TITLE:
SKILLS COMPLICATIONS
Acrobatics 3 (+9), Athletics 2 (+7), Close Combat Insatiable Curiosity: Monk is eager to learn about
(Unarmed) 3 (+5), Expertise (Biology) 8 (+11), anything and everything, especially if it’s outside
Insight 5 (+6), Intimidation 3 (+6), Perception 6 of the norm. He will take great risks to learn some-
(+7), Persuasion 4 (+5), Ranged Combat (Thrown) thing new. It seems the only thing he doesn’t care
5 (+8), Sleight of Hand 5 (+8), Stealth 3 (+5), Tech- about learning is his own past.
nology 6 (+9), Treatment 5 (+8)
Motivation—Acceptance: Monk just wants to fit
ADVANTAGES in and prove his worth to the people around him,
Animal Empathy, Benefit (Ambidexterity), Close and society at large.
Attack 3, Defensive Roll 3, Equipment 1, Evasion 2,
Fast Grab, Favored Environment (Jungle), Improved
Grab, Improved Hold, Improvised Tools, Languages
3 (English, French, German, Russian), Move-by Ac-
tion, Ranged Attack 2, Uncanny Dodge
Equipment Offense
Radio, Lock-release Gun, Multi-tool, Climbing Initiative +3
Gear, Team Equipment 1 Unarmed +13, Toughness DC 18
SKILLS Defense
Acrobatics 8 (+11), Athletics 8 (+11), Close Combat Dodge 8 Fortitude 10
(Unarmed) 4 (+9), Deception 6 (+8), Expertise (En- Parry 8 Toughness 8/4
gineering) 7 (+9), Expertise (Stunt work, Agl-based) Will 6
5 (+8), Intimidation 5 (+7), Sleight of Hand 7 (+9),
Technology 6 (+8), Treatment 4 (+6) COMPLICATIONS
Motivation—Doing Good: The Squad gives Tom
ADVANTAGES a chance to put his fists where his mouth is, sticking
Accurate Attack, Agile Feint, All-out Attack, Close up for the little guy and making the world a better
Attack 4, Defensive Attack, Defensive Roll 4, place.
Equipment 2, Evasion, Fearless, Improved Smash,
Instant Up, Inventor, Power Attack, Ranged Attack Temper: Tom has a hair-trigger for those things that
4, Takedown, Taunt upset him, mostly injustice and bullying.
ful Gaze, dedicated to investigating weird crimes, Legacy: Thanks to the Watchful Gaze, the super-
exposing occult shams and facing down genuine natural world learned that they weren’t alone. There
supernatural threats across the country. were people out there willing to help the troubled
As their reputation grew, their exploits carried souls, and to oppose the wicked ones with team-
them across the globe. They revealed the truth work and organization. These were things Revenant
behind the Knight Templar Ghost in Malta and had learned from the Vanguard and brought to the
helped Jill Jackson investigate reports of Spring- normally-isolated members of the occult communi-
Heeled Jack terrorizing her relatives in England. ty. The idea was ground-breaking, and other groups
Eventually, Revenant broke the group up when their sprung up in their wake with degrees of success.
fame overwhelmed their ability to work. Edward When things get really strange, people still turn to
realized they were becoming targets, and he refused their members for help, which says everything.
to put his makeshift family at further risk. Even
though they’re disbanded by the Bronze Age, they
still keep in touch, meeting up occasionally to solve
Customization Notes
a particularly perplexing case.
AIYANA SKYDANCER
Female, 19, 5’6”, 125 lbs., black eyes, black hair
Really: Aiyana Skydancer the help of other lost souls they gathered along the
A part of: the Watchful Gaze way, Aiyana softened her anger, even found a certain
Based out of: the open road peace regarding her visions. She still has her sharp
Worked as: a medicine woman edges, and prefers a simple life in the sparse areas of
Active during: the Silver Age the country, but she’s growing into the wise woman
she needs to become.
Looks: Aiyana is a thin nineteen-year old Ameri-
can Indian, with straight black hair and dark eyes. Psychology: Aiyana is a strong-minded woman
She keeps her hair long and tied in a simple tail, who dislikes not being in control of a situation. It’s
wears simple shirts and jeans when not doing her why she hated her visions scaring her so much when
ritual work, and doesn’t like makeup or jewelry. Her she was younger, and why she dislikes relying on her
whole appearance is understated, and quiet, as op- skin-walking magic. She can be judgmental about
posed to her personality. the excesses of the modern day, but also understands
that not every advance is a terrible thing. She’s an
Known History: Aiyana was born under ominous activist, standing up for minority causes and the
signs, with a powerful thunderstorm bringing a oppressed wherever she finds them, and not backing
flood to the land near her reservation. Her mother down when it gets hard. Finally, she’s a loyal friend,
and grandfather sensed she’d been marked by the once you work past her hard exterior.
spirit world, and began training her in the old ways
from an early age. When she reached puberty, she Known Abilities: Aiyana is a skilled medicine
began to have visions of darkness on the horizon, a woman, beseeching the spirit world for aid her in
terrible evil slowly gathering power. It frightened her times of need. She must regularly communicate
so much that she tried to run away more than once. with the spirits, maintain a friendly relationship
Each time, she was brought back to her family and with each one, and offer gifts and gratitude at
returned to her training. Each time too, she became auspicious times. If she maintains these relations,
more determined to get a grip on these dreams, and she can summon them with a dance and fetishes.
to never feel that fear again. Thunderbird rattles her enemies with a powerful
Eventually her training ended, and she was told clap of wind as it roars past; the Lightning Snake
to leave the reservation, to get out in the world and can spit fiery bolts of electricity; Baykok, a potent
come to understand it better. She couldn’t bring death spirit, can ravage the bodies of her foes; she
harmony to the living and spirit worlds if she didn’t can bring down the driving snows that make up the
understand them both. She didn’t exactly like what winter spirit Pamola; and Cetan can provide her
she found out in that living world; she knew of the with gifts of the hawk, including flight, speed and
history of the First Peoples of North America, and keen eyesight.
seeing the sterile, flattened, overbuilt world that had Aiyana’s medicine bundle is another potent tool
been built over that history made her angry. When in her arsenal, containing the tobacco, special water
she once got into a shouting match with a biker and oils that enable her to reach the spirit world
gang in a bar, she found support in the form of Rev- with her voice. These special ingredients also al-
enant, and escaped mostly intact. With his help, and low her to heal. Finally, within can be found the
126 PG: TITLE:
animals skins with which she can use the dread moonlight date with potentially fatal results?
“skin-walking” magic of native lore. She dislikes
this art, as she feels the “red world of the predator” The Sweetgrass Hills of Montana are calling to
invade her thoughts when in animal shape. If she at- Aiyana, whispering dread secrets and hinting at
tempts it too often, or is not careful with her human answers to her visions. The whispers are only going
thoughts, she risks being lost to this world. to last through the current season though, and Rev-
enant’s talking about a terrible zombie curse down
On the other hand: Aiyana’s visions affected her in the Louisiana bayou. Which way does Aiyana
terribly, driving her crazy and making her a herald go? What is the balance between the worlds for her?
of natural destruction. Her own people were the And the obvious question: is this a trap? Do Aiyana
first to feel her wrath and soon she moved outward, or Revenant have some sort of secret they hope to
terrorizing the local area with lightning, freezing grab without the other present?
cold and vicious animal attacks. She’s a force of
nature in this timeline, an anarchist who thinks
she’s serving the cause of justice against the White
Customization Notes
People. Really, it’s an excuse to create rivers of blood
out of anyone in her way.
Campaign Use
Aiyana serves as the nature mystic, whose biggest
advantage is her ability to commune with the spirits
which are all around. Aiyana is the voice of bal-
ance among the Watchful Gaze and she is always
sensitive to the needs and wants of the spirit world.
She’s their voice to those who might be willing
to help. Her stories involve the balance between
those worlds, as well as her ever-present challenge
to overcome the anger in her heart. In combat, her
magic gives her potent ranged attacks and the ability
to control the battlefield. She’s fragile if she’s hit, but
her active defenses are strong, so she should always
be on the move.
Adventure Seeds
Aiyana is trapped in her skin-walker magic as a wolf.
It’s a big forest and time is running out to find her
and snap her out of it before she does something
she’ll regret. What if she’s found a wolf pack to run
with, one that’s been terrorizing cattle ranchers? The
ranchers have had enough and under the full moon,
they’re hunting the predators. Unknown to the
heroes, there’s one other complication: Aiyana’s not
the only skin-walker in the pack! Is he behind her
dilemma? Is there a deeper plot afoot? Or is this a
TITLE: PG: 127
MOON DOG
Male, 21, 5’7” (6’8” as wolfman), 180 lbs. (235 lbs. as wolfman), green eyes, dark brown hair
Really: James Fowler drunken student leaped at the beast. James felt tear-
A part of: the Watchful Gaze ing, heard snarling and then everything went black.
Based out of: the open road When he woke up a few days later, he’d seen how
Worked as: a college student badly he was torn up by the wolf. But he recovered
Active during: the Silver Age quickly, and things seemed back to normal; until
the full moon rose up a month later, and James
Looks: When he isn’t wearing his fur coat, James discovered the truth.
Fowler is an average-sized kid with green eyes and Fortunately, Revenant and Aiyana were in the area
brown hair. He wears ragged old clothes that he can when this change took him over. They contained his
collect from charitable organizations, but he most rampage and Aiyana reached him, helping him to
likes over-sized t-shirts and baggy pants. When tame the raging beast and chain it within himself.
transformed, Moon Dog has a slouched posture, With this power inside him, James couldn’t stay in
elongated ears, and a slim muzzle with wicked-look- his small town and take up some blue-collar job for
ing fangs, while his hands grow large and flat with a forty years. In gratitude (and lacking other options),
full set of claws over each fingertip. His fur is dark he joined up with the two heroes and hit the road as
brown, short, thick and glossy. Moon Dog.
Known History: As is the case of most people who Psychology: James Fowler is an easy-going guy,
have been infected with lycanthropy, there re- with a good sense of humor and a laid-back ap-
ally wasn’t any rhyme or reason to why James was proach to life. He’s responsible even when he doesn’t
singled out. He was just the average Joe who hap- seem it, and keenly aware that beneath his normal
pened to be in the wrong place at the wrong time. I appearance lurks a powerful beast. He feels a special
mean, nothing about his past made him stand out sisterly kinship with Aiyana, as she shares a similar
as a wolf ’s chew toy. fear of losing control to the animal. Usually the
He muddled through high school with the only change is under his control, but in times of great
bright spot being varsity football. James really want- stress, or when forced to be Moon Dog for a pro-
ed to get out into the world and get a job, rather longed period, James knows he could go berserk and
than sit in a classroom for another four years, but he do serious harm.
managed to get a scholarship offer. So to please his
parents, he took it, figuring he’d get to play football Known Abilities: James is a lycanthrope, able to
at least. adopt the form of a humanoid wolf that grants him
The team took their girls and their friends out increased speed, strength and stamina, heightened
into the woods to celebrate the end of James’s junior senses and sharp claws. He can also regenerate his
year in style. The party was interrupted by a large wounds quickly in this form, though silver-induced
wolf bursting into the midst of the revelers. Most injuries must heal normally. Fowler’s sense of team
stared dumbly at it, but James responded by push- tactics from playing football blends well with a
ing his dance partner away from the scene. Others wolf ’s pack instincts, making him an exceptional
began to run as the wolf chose its target; when it team player.
started for the girl James had been dancing with, the
TITLE: PG: 129
On the other hand: if you’ve seen one werewolf grows more tense, evidence piles up that the girl is
movie, you’ve seen ‘em all. One James did not get a werewolf as well. Is she behind the strange crimes?
lucky enough to find Aiyana’s help. He transformed Does she even know she’s a werewolf? Is there some
into a bloodthirsty beast, and in the aftermath of other criminal who knows the truth and is using it
the carnage, he had to go on the run. He tries to to their advantage?
help as much as he can in between monthly ram-
pages, working small jobs for enough money to
survive. He’s found hints that he might be able
Customization Notes
to remove his curse, but nothing definite yet. His
conscience barely keeps this Moon Dog from killing
people indiscriminately, but James is slipping into
paranoia and desperation in this reality. Not a good
mindset to keep on the right path, and it’s only a
matter of time before the beast takes him over fully.
Campaign Use
Moon Dog is the muscle of the Watchful Gaze. He’s
the centerpiece of an attack with his tremendous
combat prowess and ability to avoid or shrug off
damage, and heal whatever still gets through. As
a result, he can be careless about his own safety in
battle and just let himself go. He’s also good at team
tactics, willing and able to support others who are
more effective. Moon Dog’s niche for roleplay and
stories involves the constant struggle to be more
man than beast, his pack-like loyalty to the Watch-
ful Gaze, and finding the werewolf that attacked
him.
Adventure Seeds
Moon Dog decides to go off into the wild to enjoy a
romp in his werewolf form. When he fails to return,
and brutal attacks start to pile up, the group has
to wonder if the beast has taken back control. Can
they find their friend before the authorities find the
killer? Has Moon Dog lost control? Or is it some
other lycanthrope, or another evil altogether, who
has Moon Dog prisoner and is framing him?
Powers Offense
Wolfman, Enhanced Traits (Str +4, Sta +4, Fgt +3, Initiative +10/+6
Pre +3; Advantages listed in italics below; Athletics Unarmed +13/+10, Toughness DC 21 (DC 17 in
+4, Perception +4; Permanent), Leaping 3, Regen- human form)
eration 4 (Limited-not vs. silver), Speed 3, Senses Claws +13, Toughness DC 19, penetrating 4
7 (accurate acute analytical scent, acute analytical
taste, low-light vision) (51 pts) Defense
Dodge 12 Fortitude 12/8
Claws, Damage 4 (Penetration 4) (8 pts) Parry 10/7 Toughness 8/4
Will 6
ADVANTAGES
All-out Attack, Animal Empathy, Great Endurance,
COMPLICATIONS
Improved Initiative 1, Instant Up, Move-by Action,
Loss of Control: While Aiyana helped him make
Power Attack, Startle, Teamwork, Uncanny Dodge,
peace with the beast, it still lurks underneath. At
Team Sidekick 2
times, this monster can slip out and go into a ter-
rible frenzy, which requires successful Interaction
SKILLS
checks from his allies (or other responses) to bring
Acrobatics 3 (+9), Athletics 3 (+13/+5), Close
James back out.
Combat (Unarmed) 6 (13/+10), Expertise (Foot-
ball) 6 (+6), Intimidation 6 (+11/+8), Perception 6
Motivation—Responsibility: Moon Dog didn’t ask
(+13/+9), Stealth 5 (+11), Vehicles 3 (+6)
to be a werewolf, but as long as he’s stuck with it, he
might as well use his condition for good.
OLD BLUE
Male, Age N/A, 5’6”, Weight N/A, blue eyes, blond hair
Really: Unknown Known Abilities: Old Blue is a ghost and, like all
A part of: the Watchful Gaze ghosts, he is naturally invisible and incorporeal. This
Based out of: the open road insubstantial nature gives him a certain amount of
Worked as: a soldier protection and he is virtually immune to physical
Active during: the Silver Age damage. It also lets him fly even if he’s not all that
fast. He can move objects through apportation, even
Looks: Old Blue is the specter of a young Confed- delicate work. Old Blue carried his weapons over
erate soldier, shot down early in the Civil War. His into his spectral existence. They can still shoot and
youthful face looks haggard and gaunt, his eyes are stab just as they did in life despite being ghostly.
sunken and dull, and his whole body is pallid.
On the other hand: Old Blue could have let
Known History: Most occult experts theorize that decades of anger build up, watching his unburied
ghosts are leftover psychic energy, lingering past body rot while the living blithely went on...well,
the person’s death. If this theory is true, Old Blue is living. Trapped in his death, unable to do anything,
definitely one of the long ones. He remembers his the furious ghost found the energy to escape when
death in April, possibly 1864. He doesn’t remember a group of amateur ghost hunters tried to contact
his real name, or where he came from. So far, no him. Now the ghost of a skilled, murderous, angry
one else has been able to find out either. Confederate soldier is on the loose, stalking those he
Old Blue caught a musket ball right in the heart, views as the enemy.
killing him so fast he didn’t realize he was dead.
When Revenant came across his spirit, he was
stuck reliving the final moments of his life in a cow
Campaign Use
Old Blue is the anachronism of the campaign, the
pasture. Revenant called him Old Blue, and coaxed
man out of time. He’s all about gentlemanly man-
him to leave the place of his demise.
ners and honorable behavior. The fact that he’s a
Since then, Old Blue has served the Gaze with dis-
ghost provides tragedy-touched accents to romantic
tinction. He’s always ready with his trusty musket to
and family plotlines involving him. In combat, he’s
defend his living friends and serves the group as an
a nigh-unstoppable scout and a ranged expert with a
invaluable scout. It’s a good afterlife, even if Rev-
low-power, but unusual attack.
enant can’t keep his Civil War colors straight.
Power Points: Abilities -2 + Powers 108 + Advantage 10 + Skills 14 + Defenses 20 = 150 points
TITLE: PG: 133
REVENANT
Male, 28, 5’6”, 135 lbs., hazel eyes, brown hair
Really: Edward Ross him and take advantage of their need for his help.
A part of :The Watchful Gaze He gained a greater appreciation for this need, and
Based out of: the open road took on the responsibility of helping the lost souls
Worked as: a truck driver and stopping the wicked ones.
Active during: the Silver Age Revenant became the scourge of criminals and the
investigator of the weird. It wasn’t long before he
Looks: Revenant is Ghost Boy aged a few more began to draw the attention of other like-minded,
years. Now in his late twenties, he is more confi- disaffected people to his side. Soon, he had his own
dent in his abilities, and it shows. He’s more filled makeshift family to care for and lead, and a group
out, never a big guy but in great shape, with wavy established to safeguard the innocent, living or
brown hair and hazel eyes. He’s dead, against the unknown.
abandoned the old costume for a
black mask and bodysuit with a
grey hooded cloak and piece of old
rope for a belt. Revenant plays up
the “creature of the night” aspect of
his appearance. While his powers
have grown, intimidation is still a
very powerful weapon in the right
hands.
Psychology: With age comes wisdom, and Rev- bers. Of course, Stitches can always provide him a
enant is beginning to understand just how unfound- little more punch when needed.
ed his teen fears were. He is quite happy with his
family of misfits. He still projects an aura of dark- Adventure Seeds
ness but it’s now an act. Revenant is quick to crack A small town is being terrorized by dark forces, and
a sarcastic joke among the group and feels free to let the benevolent ghosts have asked Revenant for help.
down his hair and even have fun. He tends to avoid There’s an army of demons building up beneath the
romantic entanglements, as Vivienne and Mariam township’s bucolic facade, and the Gaze has only a
haunt him in different ways. Otherwise, he’s a well- short window of time to find the terrible secret at
adjusted man with a sense of adventure along with the community’s heart and stop it before it starts!
adult responsibility.
As the group deals with a supernatural threat, Rev-
Known Abilities: Revenant’s powers have become enant finds he’s fading away, unable to stay solid or
stronger since his Ghost Boy days. He can still see visible without greater and greater effort. Is it related
and communicate with spirits but his powers no to the current case? Or has Vivienne finally passed
longer require him to beg ghosts for help. Instead, onto death, and decided to draw her beloved to her
he can directly tap their ethereal essence to go invis- once and for all with her magic?
ible, become incorporeal, and fly. Revenant has
also discovered the ability to jump from shadow to
shadow. He’s a skillful unarmed fighter, and always Customization Notes
has his trusty Frankendog Stitches to back him up.
Campaign Use
Revenant is the father figure of the Watchful Gaze,
the experienced hero with a host of useful crime-
fighting skills to draw on. He still has to come to
grips with some of his nature, and the ever-present
demands of ghosts needing his help, but he’s much
more comfortable with it now, and teaches others
how to adjust. In combat, he’s a scout first, then
quick backup with his flight, intangibility and tele-
portation. He can do okay in close combat, but he’s
better directing the more combat-oriented mem-
TITLE: PG: 135
SIDEKICK
Stitches the Ragamastiff (team mascot)
Villains
of The
Silver Age
TITLE: PG: 137
Power Points: Abilities 46 + Powers 110 + Advantages 22 + Skills 18 + Defenses 20 = 216 points
140 PG: TITLE:
INDRIK
Male, 41, 7’1”, 325 lbs., hazel eyes, chestnut mane
Really: Rodia Fyodorovich Tomich shipped back home. They sent him on a second mis-
A part of: no organization; often used by the KGB sion that ended pretty much the same way. For all
Based out of: Putorana Plateau in Siberia his power, Indrik wasn’t that fast, making it easy for
Worked as: an agent of destruction when ordered heroes to ping him. Plus, while Rodia wasn’t dumb,
by the KBG; living in isolation he wasn’t the brightest bulb in the floorshow either,
Active during: the Silver Age and wasn’t given a lot of special training to make up
for it. So the KGB cut the guy loose, and he found
Looks: Indrik was a tall, massively-muscled beast his way into the wilderness of his homeland to forge
of a man. He was an artificially-mutated human, a life for himself. Well, until the Soviet Union tried
turned into a version of the indrik of Russian myth. to assemble a team of agents to accomplish some
This left him about seven feet tall, with 325 pounds cunning plan. When that fell apart, Indrik went
of pure muscle and an obscenely over-developed back to his little shack and settled back into his
look. His head was vaguely bull-like, with a promi- routine: the recurring cycle of KGB recruitment,
nent brow to protect against damage to his brain slugging it out with a superhero, and back to his iso-
from one of his primary sources of attack: his lated home. A routine life, but a sad one for a poor
“alicorn,” the large thick horn that protruded from guy caught up in global games of politics and war.
his head. He had shaggy chestnut hair all down
his thick neck and broad shoulders, giving way to
short, curlier human-like hair over the rest of his
body. He lived a simple existence in the wild, with
rough, ragged clothes to cover him.
Psychology: Rodia Fyodorovich Tomich was a powerful and savage, Indrik begins a global stomp-
decent enough guy doing his part when he was ing that brings him into conflict with agencies and
plucked out of the Communist worker machinery heroes all across the world. This Indrik is occasion-
as a fit test subject for dangerous radiation. Rodia ally incarcerated or contained in high-powered cells,
became a physical powerhouse of monstrous form. but always escapes somehow; often working with
He was more confident in his prowess, but he still a super-villain happy to have a mindless walking
felt alone, quiet, and a part of a much larger ma- mountain of muscle. [This version remains the same
chine. Rodia was a patriot, it has to be said. He unless the Adjustments below are taken advantage
felt the weight of the millions who had died in the of, but change his Complication from Patriotism to
Great Patriotic War, so how could he deny his fellow Destruction or a similar concept; consider decreas-
workers the power to keep their homeland strong ing his Intellect if a more mindless beast is desired.]
and safe? Despite his bestial appearance, Rodia is
surprisingly calm. He fights, and fights hard, when
he has to. In the end, he’s a decent guy who loves his
Campaign Use
Indrik is a powerhouse for the heroes to fight, with
country, and enjoys the simple life.
a couple of neat tricks to keep them on their toes.
High Strength and Toughness make him able to
Known Abilities: Indrik is incredibly strong,
stand up for a while in a fight, and his ranged attack
regularly lifting upwards of 50 tons. His physique
and powerful physical blows can be quite fearsome
is amazingly dense, providing him a decent amount
if they land. He’s a Communist foe who makes a
of protection; most firearms are unable to even
great bodyguard/thug, and his background makes
bruise him. His sense of smell is very acute, able
it easy for other masterminds to recruit him for
to track people and identify them quickly. But his
muscle.
most potent power is the alicorn on his head. When
Indrik does have something that helps set him
charging with it, he can do tremendous amounts of
apart from some other brick villains: he’s a decent
damage and shake off recoil. Somehow, he can also
guy. True, he’s not big into the western nations, but
project a potent blast of heat from his alicorn.
he can be reasoned with, and he could accept a sin-
cere offer to cure him. On a related note, it’s possi-
On the other hand: I’ve stumbled across two
ble to convince him that there’s a greater threat that
different turns for Indrik in my research. In one
all the supers have to work against; or that perhaps
branch, the project’s scientists were more cautious,
his current superior is a really bad man without
more detail-oriented in their efforts. This Indrik was
Russia’s best interests at heart. He’s not a fool and
provided a method to transform back to normal.
he’s not irrational either.
Rodia was given much better training as a spy, sent
out to wreak havoc on capitalist foes. Indoctrination
and field experience harden this Rodia, who comes Adventure Seed
to enjoy the life of espionage. [Add a rank of Meta- Indrik is on the attack in a major American city,
morph, and give Rodia a set of espionage agent stats and the local heroes come to respond. Who sent
that make him a dangerous foe as well; or apply a him and what do they want? Is it the KGB? If so,
Complication that reduces his stats, and add ranks then there’s espionage or sabotage afoot. Is it some
of Expertise, Stealth, and Combat to make him other villainous schemer out for himself? Then is
more effective in normal form.] this just a diversion, or is Indrik after a key element
The other branch finds a more monstrous Indrik, of the mastermind’s plan? Could this be Indrik on
one that thinks and acts like the beast he appears to his own for some reason? He is a regular guy, and
be. This form of Indrik never returns to the Soviet regular guys have wants and desires. What could
Union after his first failed mission. Being more Indrik want?
142 PG: TITLE:
MATADOR
Male, 33, 5’8”, 155 lbs., black eyes, black hair
Really: Santiago Vargas devoted himself to improving his gear and tech-
A part of: no criminal organization niques, and proving once and for all that he was
Based out of: El Paso, Texas indeed a fearsome villain. And the more acclaim he
Worked as: a television host got, the harder he pushed for more.
Active during: the Silver Age
Campaign Use
The Matador is a classic example of the Silver Age
gimmick criminal. He has his own little twist on
the swashbuckling melee fighter, with a cape that
can turn a ring of innocent bystanders into a raging
horde. He’s suave, a classic smooth operator who
views women as potential conquests and men as
measuring sticks. In combat, he’ll rely on the diver-
sions his cape can make, and his minions to supply
support while he goes for a finishing blow. If out-
classed, those diversions allow him to escape with
his minions covering for him.
TITLE: PG: 145
MINIONS
Banderilleros (2)
Str 2, Sta 0, Agl 2, Dex 1, Fgt 2, Int 0, Awa 0, Pre 0
Equipment: Padded costume (+1 Toughness), light pistol, Banderillas (knives)
Advantages: Equipment 2
Skills: Athletics 4 (+6), Close Combat (Banderillas) 4 (+6), Expertise (Streetwise) 5 (+5), Expertise (Current
Events) 4 (+4), Perception 4 (+4), Technology 5 (+5), Vehicles 4 (+5)
Offense: Initiative +2, Unarmed +2 (Toughness DC 17), Banderillas +6 (Toughness DC 18, Critical 19-20),
Pistol +1 (Toughness DC 18)
Defense: Dodge 3, Parry 4, Fort 2, Toughness 1/0, Will 0
Power Points: Abilities 14 + Powers 0 + Advantages 2 + Skill 15 + Defenses 5 = 36 (PL 4)
MOTHER BEAR II
Female, 19, 5’8”, 160 lbs. green eyes, black hair
Really: Dominika Alikichna Petrovich whatever projects she wanted. There were a few who
A part of: the KGB could stand up to her within the Kremlin, and by
Based out of: Moscow, Russia and large, she was as terrifying an enemy to her own
Worked as: an espionage agent government as she was to the “decadent western
Active during: the Silver Age democracies” she despised.
Psychology: Mother Bear is cold-hearted and turn her more into her mother, a genuine hero.
ruthless, and rewards the same in her underlings. She prefers to be prepared for a combat, setting the
She expects this from everyone she meets, meaning field in advance and luring heroes into places where
usurpers don’t last long, and sincerely charitable and she’s got the advantage. She starts off with grenades
selfless people unnerve and confuse her. She’s not and similar weapons, before closing to her hand-to-
paranoid; her own stolen power is fragile and leaves hand expertise. If she’s caught off-guard, she prefers
her open to attack from allies as well as enemies. retreat, sacrificing anyone and anything to stay free
Her environment is one of the deadliest “games of and get her revenge later.
spies” and that leaves her unwilling, if even able, to
soften her icy shell. Proof of excess or weakness in
the Communist way of life also leaves her momen-
Adventure Seeds
Mother Bear is in a terrible bind. After very pub-
tarily unsure, devoted as she is to the Soviet princi-
licly betraying her Soviet superiors and stealing vital
ples. She’s young, arrogant and sure of her abilities,
space program technology, she’s hunted by her own
and hard as nails.
people, and forced to flee to the United States. But
when she arrives, she reveals that she’s being framed,
Known Abilities: Mother Bear has no superpow-
and would never betray her homeland! Is this the
ers, but she is one of the world’s deadliest espionage
truth? Did she steal the technology for some deeper
agents, a master of deceit and combat. She also
scheme? Is this a ruse to sneak her into the States? If
has access to a vast array of weapons, devices and
she is being honest, who is the fake Mother Bear?
personnel.
Polkovnik Oktober has called on Mother Bear for
On the other hand: Dominika Alikichna Petro-
assistance in breaking into a top secret US Army
vich realized that being a spider in a fragile web,
research facility. They know a secret weapon is be-
surrounded by vicious power-mongers, meant a
ing developed within, but he’s been unable to get
very short life expectancy. So when she’d acquired
inside. With her help, they gain access and come
as much as she could, she defected to the United
across a rogue organization backed by a powerful
States. With their help, she weakened the Soviet
villain (perhaps Operative F, or Golden Age survivor
efforts, before turning on her new patrons. Now
Von Ärger). As the alert goes out to the heroes, they
a freelance operative, she remains one of the most
must contend with multiple factions battling for a
skilled and best-equipped spies and terrorists in
dangerous mystery weapon that could easily get set
the world, a danger to everyone anywhere. With a
off accidentally, and become the real threat!
philosophy dominated by being her own boss, she is
secure and very, very comfortable.
Customization Notes
Campaign Use
Mother Bear is the ruthless enemy superspy. She is
as cold as ice and willing to use her power, lies and
feminine wiles to accomplish her mission. Un-
like most female spies of the Silver Age, she is not
predisposed to turning on her Soviet masters (be-
ing one of them herself ). This doesn’t preclude the
standard romance angle, but Mother Bear will take
more work to reach that point, and it’s unlikely
she’d ever leave Russia. If anything, the heroes could
148 PG: TITLE:
OPERATIVE F
Male?, Age N/A, ~5’, weight unknown, purple eyes, silver hair
Really: Unknown Operative F is the dangerous exception. Behind
A part of: Faerie those purple eyes lurks a cunning mind. Operative
Based out of: Faerie F has discovered how much fun it is to bedevil the
Worked as: Unknown mortal mind. Even with more of his lords and ladies
Active during: the Silver Age deciding that atomic power isn’t the cataclysmic
threat they feared, Operative F continues his work,
Looks: Operative F is slim and short, with a pale choosing to believe in the threat and further his
complexion and a shock of bright silver hair, all play. Neither court seems in any haste to curtail his
coming together to give an alien look to his human “fun”, for whatever inscrutable reason.
shape. He falls back on tinted sunglasses and black
suits, and is never without his cane. He gives only
slight, wry grins from time to time to break the
normally solemn face he shows the world.
Psychology: Operative F kept a solemn, stoic unreal abilities. Or, they can believe they’re being
demeanor at all times, even when he was doing bedeviled by an imp with random mischief only to
the equivalent of sticking his tongue out. He had a discover it’s a ruse to steal atomic secrets. If engaged
sharp, wicked sense of humor that he enjoyed un- in combat, Operative F will use his glamour to sum-
leashing on people, especially those heroes who tried mon up appropriate allies or environments, or turn
to stop him. He often seemed a mere prankster, but the surroundings against the heroes, while poking at
if something endangered Faerie, he could become a them with his sword-pistol. When it’s time to flee,
ferocious opponent loyal to his realm. Beyond this, he’s not hesitant about dashing into Faerie.
he was much like the rest of his people: strange,
inscrutable and unknowable to the human mind.
Adventure Seeds
Operative F has decided that one of the greatest
Known Abilities: As one of the Faerie, Operative
threats to his people is the Plutonium Man. In try-
F wields the power of glamour. This is an ability
ing to lure him to his death, the Operative has truly
to create illusions so involved they are effectively
awakened his rage, and now the heroes have to put
real; right down to increasing his very presence to
an end to an epic battle between brain and brawn!
superhuman levels, entrancing the average mind.
Even when penetrated, the illusions persist. Their
Operative F has become aware of a group of mys-
main vulnerability is cold iron, although what this is
tics drawing close to Faerie. He’s worried they have
exactly is a mystery. Sometimes, I’ve seen it as metal
dark motives to seize the power of glamour for
mined from meteorites. Other times, it’s cold-forged
themselves, but they’ve warded themselves carefully
iron; other times it’s just plain old iron. I guess it
with spells and cold iron, so he turns to the closest
depends on the exact timeline, but it pops glamour
things to allies he has: the heroes! They have already
like a soap bubble. To defend himself, Operative
been approached by the mystics, however, warning
F has a sword-cane pistol, which is what it says on
them that Operative F is on the loose and appears
the tin: a rapier with a pistol concealed in the hilt.
to be out to get them! Who’s telling the truth? Who
Being of fey manufacture, it can affect incorporeal
should the heroes help?
beings and ignores and prevents any but natural
recovery.
Cold Iron?
On the other hand: Operative F decided that his Each and every time classic Irish and west-
power put him above the humans. Being so mighty ern European fairies are brought up, cold
on Earth, if he helped their efforts, he could use the iron is close behind, but what is it?
weapons to wipe out his people, and then the power Cold iron could be iron objects made by
of glamour would be his alone. This genocidal ma- some esoteric “cold forging” process. It
niac is still solemn and calm, with that wicked sense could be a special iron alloy joined to a
of humor, but applies it to the blackest of endeav- metal from space, or a mineral liberated
ors, and has no loyalty to anyone save himself. from the Land of Fey itself. It could be that
cold iron is specially blessed or enchanted
Campaign Use to hurt the fey, thus “cold-hearted” to their
Operative F is a combination of two classic Silver perspective. Cold iron could be any num-
Age archetypes: the foreign spy and the magical ber of things in your campaign, but the
prankster. He can provide a neat “gotcha” moment GM should be sure to choose the defini-
when the heroes corner the man they believe to be tion early on. He doesn’t have to let the
a normal spy, only to have him suddenly exhibit players know right off.
TITLE: PG: 151
ADVANTAGES
Agile Feint, Assessment, Attractive 2, Benefit 1 (cipher), Close Attack 2, Daze 1 (Deception), Defensive
Attack, Defensive Roll 5, Evasion 1, Fascinate 1 (Deception), Improved Critical 1 (18-19 with Swords),
Improved Initiative 2, Instant Up, Ranged Attack 2, Quick Draw, Skill Mastery 3 (Acrobatics, Deception,
Persuasion), Taunt, Ultimate Deception
PLUTONIUM MAN
Male, 28, 5’9”, 250 lbs., yellow eyes, grey-black hair
Really: Robert Atkinson Robert was exposed to concentrated radiation in the
A part of: no criminal organization hopes that the plutonium isotope rays would stimu-
Based out of: no fixed location late his optic nerves. It worked at a terrible cost:
Worked as: a soldier Robert got his vision back, but his body was over-
Active during: the Silver Age dosed. It warped his mind and mutated his body
to generate its own radiation. In a psychotic rage,
Looks: Plutonium Man is a bald male in his late Robert blasted his way out of the lab and escaped
twenties of average height and build. His eyes are into the night.
those of a blind man, milky white, but when he’s Since then, the Plutonium Man (as the media
using his ocular powers, they glow bright yellow. dubbed him) has been causing destruction and may-
Plutonium Man wears a red full body costume, with hem across the United States.
a wide white band running around his torso em-
blazoned with a red “94.” A black cape completes a
classic supervillain look.
Known Abilities: Plutonium Man projects radia- Can the heroes convince Plutonium Man to help
tion from his eyes in potent blasts that defy normal them stop a power plant meltdown? What will he
regenerative techniques. Robert can release larger want in return? How will this affect him, and can
amounts of power to sweep an area, but it drains the heroes handle the results?
him briefly. By far though, his nastiest attack is an
“x-ray laser” that penetrates just about anything
and is completely undetectable. Fortunately, it has a Customization Notes
shorter range than his other attacks. The experiment
also granted him immunity to radiation, aging, ex-
treme pressure and disease, and increased his vision
so that he can see into the infrared and ultraviolet
spectrum as long as lead does not block his gaze.
Campaign Use
Plutonium Man is a good symbol of the atomic
scare. The man is a walking nuclear weapon with an
itchy trigger finger. He might be calm and move on,
or he might go off and start destroying everything
in his path. If engaged in combat, he will cut loose
with eye blasts first and keep on blasting with his
highest damage attack. He will use the x-ray blast if
grappled, and the nuclear blast if he is being attack-
ing from multiple sides.
154 PG: TITLE:
COMPLICATIONS
SKILLS
Crazy: Plutonium Man is just nuts.
Athletics 4 (+9), Close Combat (Knives) 6 (+11),
Close Combat (Unarmed) 5 (+10), Expertise (Sol-
Radioactive: While the radiation that powers Plu-
dier) 8 (+8), Intimidation 6 (+10), Ranged Combat
tonium Man is relatively contained and not danger-
(Firearms) 4 (+7), Ranged Combat (Ocular Attacks)
ous to other people in the short-term, long term
4 (+7), Vehicles 5 (+8)
exposure can be. Geiger counters can detect him,
and be used to track him if he’s been in the area
ADVANTAGES
recently (within Time rank 8). This rank is increased
All-Out Attack, Daze 1 (Intimidation), Great En-
for each day he’s been in an area (one hour after a
durance, Power Attack, Ranged Combat 2
day in the same area; 2 hours after 2 days; etc.)
POLKOVNIK OKTOBER
Male, 28, 6’2”, 240 lbs., brown eyes, brown hair
Really: Alik Karlovovich Popov Moscow to serve under Mother Bear, along with a
A part of: the Komitet Gosudarstvennoy Bezopas- promotion to Colonel. His reputation for brutal-
nosti (KGB) ity and Mother Bear’s ruthless efficiency meshed
Based out of: Moscow, Soviet Union well. Soon Popov was groomed for operations in
Worked as: an espionage agent the United States, with rigorous crash courses on
Active during: the Silver Age Western cultures and a series of ingraining cov-
ers. The final touch was the creation of his alias, to
Looks: Popov’s real appearance is unknown. His make him an icon feared by enemies and cheered
covers were held to the highest levels of classifica- by Soviet citizens (that latter never worked out). He
tion; even the collapse of the USSR only served to made his way into the U.S. as Polkovnik Oktober
bury them forever. He was meant to be the cham- and took control of the spy network in place. He
pion of the faceless Kremlin authority, and few achieved many successes, earning him the enmity
ever saw his real face. It’s reported he was in his late of America’s intelligence agencies and bringing the
twenties at this time, tall with brown hair and eyes. superheroes down on his operations. But he contin-
His public appearances have been documented as a ued to elude them and menace the country, build-
tall man wearing a red hood and military style garb. ing this up into a foundation of favors and successes
for a later political career.
Known History: Polkovnik Oktober was classified
as one of the most dangerous men alive. His exploits
were legend among the espionage community and
his reputation was no less deadly. Alik Popov was a
dedicated and loyal agent of the KGB, and faithfully
served Mother Bear’s instructions. He commanded
Soviet espionage operations inside the United States
and was on the FBI’s and CIA’s most wanted lists.
Popov started out in the Army and was one of the
few recruits to easily pass the grueling commando
training program. He proved especially skilled at
hand-to-hand combat and quick kills. While kill-
ers are easy to come by, Popov had a head on his
shoulders and was smart enough to use it. It wasn’t
long before he was recruited out of his unit by the
division’s political officer and recommended for
KGB training, where he further excelled at espio-
nage work.
The following years found Popov’s star rising,
becoming known as the man to call on when you
needed the impossible done. Alik Popov’s career
took a major leap forward with his transfer to
156 PG: TITLE:
Campaign Use
Polkovnik Oktober is the master spy, the spider
sitting in the center of a web of intrigue. Unlike
Mother Bear, he doesn’t use calculated charm, honey
traps or betrayals, but relies instead on efficient,
cold-blooded blackmail and killings to achieve his
successes. He’s the mundane master of disguise, who
could show up anywhere, being anyone to achieve
his aims, then become anyone else to get away. He’s
a chess master, and if the heroes suspect he’s behind
a plot, they should be getting worried, even if he
does lack superpowers.
TITLE: PG: 157
KAnE
Male, age unknown, 6’6”, 275 lbs., golden eyes (Black in
human form), No hair (Red in human form), copper skin
Really: not revealed. If he has a real name, or a and make use of this knowledge to stop him for
“True Name” as the magical people like to put it, good. Whether or not they succeeded, his appear-
I’ve never found it. ances peter out near the end of the Age, though his
A leader of: the Riders of the Night Over Day, the Riders would carry on in his name.
outlaw bikers he founded
Based out of: nowhere. They were true nomads
Worked as: trouble. Nothing but trouble
Active during: the Silver Age
Psychology: Kane is a fascinating combination of somewhere in the vulnerable community. Now the
tempter and brute. He’s the bad boy who draws hunter is seeking him out, while burning out all that
women, and pushes good men to do bad things. He he’s corrupted. The heroes are in a bad place, trying
delights in schemes, with a mind like a labyrinth, if to figure out what Kane is up to while preventing
that labyrinth were also the sewer system of a major the hunter from killing innocent civilians caught up
metropolis. He enjoys seduction, the soft sell of cor- in a war.
ruption over time, and brutal acts of sudden vio-
lence, apparently in equal measure. No one can be One of Kane’s rituals has succeeded on a large scale,
sure when he arrives if he’s there for the slow burn, and now the heroes are trapped in an isolated truck
or the fiery-hot flameout. stop out in the American West, and all the people
that were trapped with them. Surrounding them is
Known Abilities: Kane is a physically powerful a portion of Hell, and the Riders are transformed
man with superhuman strength and resistance to into demons, with Kane more powerful than ever.
damage. He can lift around three tons, and shrug off Their hunt for the heroes is on, and they must fight
most small arms fire and hand weapons with little to survive and protect the innocents! But is this a
more than a bruise. His other power is the ability to portion of Kane’s home? Can the quick-witted he-
shift his shape from his natural, demonic body into roes turn the tables on Kane by learning his closely-
a more normal-looking human. Otherwise, he’s a guarded secrets here, and maybe discern his true
skilled ritualist with extensive knowledge of demon- goals at last?
ology and the occult, and a master of seduction.
Customization Notes
Campaign Use
Kane is a brute, a fearsome opponent in combat,
able and willing to rend an enemy without hesita-
tion. He’s an intelligent leader, directing his biker
gang in a military campaign of wickedness. Worse,
he enjoys the temptation of good people. He can
be very suave and calm when he wants to be. As
they say, “he cleans up real good.” This makes him a
worse threat than just some hard-hitting punk, as he
can convince unsuspecting marks that he’s the good
guy and the heroes are persecuting him unneces-
sarily. All while setting up the mark to take the fall
for the heroes’ injuries or deaths, or manipulating
him into trying to kill the heroes personally. He’s a
master villain, with a “grand design” behind some,
if not all, of his plots, left deliberately vague so the
GM can tailor it to fit his campaign needs.
Adventure Seeds
A self-professed witch hunter has come to a small
town to intercept the Riders of the Night and put
an end to Kane once and for all. When he arrives,
he learns that Kane is already present, lurking
TITLE: PG: 161
DUTCH Fontaine
Male, 37, 5’8”, 200 lbs., black eyes, salt-and-pepper hair
Really: Victor Fontaine Psychology: Dutch has two overriding principles:
A part of: the Riders of the Night; once a leg-break- making people bleed, and being loyal to people
er for the Mafia who let him indulge in making people bleed. With
Based out of: nowhere. Like his fellows, he’s a Dutch it’s literal bloodlust, not just hurting people.
wanderer He doesn’t break legs, he carves people up. It’s the
Worked as: an outlaw biker. Before that, he was a blood that makes him happy. The fact that the
soldier for a Mafia family in New Jersey Riders of the Night provide him with ample oppor-
Active during: the Silver Age tunities to inflict this bloodshed means that he will
never let anything happen to his crew.
Looks: Dutch is a big guy, not quite six feet tall,
but thickly-built. His hair is salt-and-pepper, and Known Abilities: Dutch is a capable fighter, good
he’s got shaggy coat of hair over pretty much all of with his fists, and a decent shot. He became knowl-
his body. He’s got scars and tattoos all over, and he edgeable in the occult under Kane’s tutelage (a fact
enjoys adding more as time goes on. that even surprised Dutch) and he often assisted
Kane in magical rites. When Kane was gone, Dutch
Known History: “Dutch” Fontaine is a mad dog, was able to continue this aspect of the Riders.
a pit bull of a man who likes to make people bleed.
Raised in Newark, New Jersey, he worked for vari-
ous crime groups, including Chucky Tervil’s crew
Customization Notes
back before the Jumping Jacks. His willingness to
get dirty would seem to make him an excellent
soldier for the Mob, but he was too much for even
them. He didn’t understand the difference between
peace-time and war-time, nor did he get the idea of
leaving certain people alone.
So after one wrong beating, Dutch was on the
run, and eventually found by Kane. It didn’t take
much persuading to get Dutch up onto a motorcy-
cle and into the ROT in NOD philosophy. Surpris-
ingly, he took to magical learning the best of Kane’s
disciples, maybe because he got to carve symbols
onto victims’ bodies. Dutch was the guy who held
the group together when Kane would go off on his
temptation missions, or disappeared altogether at
the end of the age.
TITLE: PG: 163
SHELL
humanity forever. He hid out in the wilderness after
failing to hold down a job making guns. On a trip
to pick up supplies, he met Kane, who showed him
Male, 21, 5’5”, 185 lbs., brown eyes, brown hair the truth about the end of the world. Kane offered
Really: Sheldon Mitchell him a place in the Riders to make the end work for
A part of: the Riders of the Night him, and Shell signed up.
Based out of: the highways as a biker outlaw
Worked as: a criminal Psychology: Shell’s actually an introverted individ-
ual. He can drink and cuss with the best of the Rid-
Looks: Shell’s of average size and build, a young ers, but he prefers to let others do all the “fun stuff,”
man in decent shape with a haunted look in his and his best friends do his talking for him. No, not
brown eyes. He has his ROT in NOD biker jacket, people in the group. Shell’s best friends are his guns.
but otherwise prefers to wear ragged survival cloth- He loves his guns, talks to his guns, and gets along
ing. better with his guns than with any actual person.
Known History: Shell doesn’t have much history. Known Abilities: Shell’s a crack shot with just
He was an angry kid who joined the Army when about any firearm he puts his hands on. He’s a
America entered the Korean Conflict to escape his trained sniper, able to sneak into a position and stay
two-bit town. He came back from his tour hav- waiting for hours for the kill.
SPANNER
applied what he learned to the street trash available
to him. He developed quite the reputation with his
weapons, and one day, Kane came by to test Span-
Male, 32, 22, 6’2”, 175 lbs., blue eyes, black hair ner out; when all was said and done, ROT in NOD
Really: Ricardo Spano rode out of the city with a new member.
A part of: the Riders of the Night
Based out of: the road, roaming the country Psychology: Spanner likes to take things easy. He
Worked as: a career criminal uses weapons because they’re easier on his hands; he
likes to steal because it’s easier than hours of daily
Looks: Spanner has lived a hard life and looks it. toil; he likes to follow others because it’s easier than
He has a gymnast’s build, slender but muscled, and having to work all that stuff out for yourself. He
a little over six feet in height. He has black hair and likes to hurt people, and if they could stand up for
likes to wear it very short. themselves, then they’d deserve the stuff he takes
from them.
Known History: A bad man from a bad neighbor-
hood, trained to hurt people and take things from Known Abilities: Spanner is a skilled martial artist,
them, there’s not much more to say about Spanner. who prefers to use weapons when fighting. He’s very
He did a stint in the Army and was stationed in good at using available items as various martial arts
Japan where he picked up some karate. He eventu- weapons, and is never his machete.
SKILLS Defense
Acrobatics 4 (+9), Athletics 5 (+7), Close Combat Dodge 10 Fortitude 7
(Clubs) 6 (+10), Close Combat (Short swords) 4 Parry 10 Toughness 6/3
(+8), Close Combat (Unarmed) 4 (+8), Decep- 5
Will
tion 5 (+5), Expertise (Criminal) 5 (+5), Expertise
(Magic) 3 (+3), Perception 4 (+6), Ranged Combat
COMPLICATIONS
(Thrown) 4 (+6), Stealth 5 (+10), Vehicles 7 (+9)
Motivation—Follower: Spanner is a born follower,
eager to please, eager to prove his loyalty, and happi-
ADVANTAGES
est when he’s a cog in a bigger wheel, living high off
All-out attack, Close Attack 2, Defensive Attack,
another’s leadership.
Defensive Roll 3, Equipment 4, Improved Trip, Im-
proved Initiative 1, Instant Up, Language (Spanish),
Ranged Attack 2, Teamwork
THE AQUARIANS
Black Hammer, Golden Dawn, Greenway, Maiden of the Mist, Spring-heeled Jill
Leader: None really. That is, they never were that Resources: The Aquarians didn’t have a lot going
organized, working more like a Silver Age family. for them aside from each other, the Beacon, and
Agent Perlman. They gained supporters who be-
History: Golden Dawn arrived in the United States lieved in their cause, often offered shelter, supplies,
and found her father’s old van in storage. Tremen- and information.
dous conflict over civil rights, a brutal undeclared The Beacon is the same van that once housed the
war and the protests against it, and dangerous Watchful Gaze under Revenant, but with upgrades
government corruption around the world never provided by Hammer, Jill and Golden Dawn.
dimmed her perception of an Age of Aquarius that
would change the world. The Beacon II (team base, 8 pts)
In her father’s van, The Beacon, she took to the Size Tiny, Toughness 12; Effects: Defense 8, Speed
streets of America, eventually meeting Greenway 6; Features: Dual Size (Fine outer size), Library, Liv-
and Maiden of the Mist. The three mystically- ing Space, Power Supply
inclined heroes felt good together, like they could do
great things if they remained allied. Entanglements Special Agent Jerrold “Jerry” Perlman (team Min-
with the alchemical drug lord Angeldust brought the ion, 60 pts) (Use the Government Agent stats from
trio into contact with Spring-heeled Jill. She then the main rulebook)
joined them as they investigated a series of peaceful
protests that turned violent, leaving several badly- Jerry Perlman grew up with the stories of his grand-
injured people in their wake. They teamed up with father’s exploits, and his father was a New York City
Black Hammer and exposed the machinations of police officer. This inspired him to work hard to
the Warmonger. Defeating these threats, they real- make it into the FBI. He met the Aquarians and be-
ized they could do a lot of good as a team Being the come their biggest supporter. This also hindered his
defenders of the incoming age of peace, they named career, but the relationship would come to fruition a
themselves the Aquarians. few years down the road.
Their political leanings and interracial makeup left
many people in the government very uncomfort- Team Equipment 2, Team Minion 4
able. That they preferred to roam the country rather
than settle down, and interfered when the authori- Legacy: The Aquarians brought back the idea of the
ties tried to maintain law and order, just made these super-hero team in all its glory, and even though
powerful people more anxious. But FBI agent Jer- their time under this name would be brief, they
rold Perlman, the grandson of Haymaker Jake Pearl, would offer inspiration to the future. Other super-
saw a symbol that could unite the country in this hero teams would see that it didn’t have to be only
time of strife, and covertly supplied aid in the form about super-villains, but could extend to something
of threat reports or advanced warnings. With this more fundamental. Not only that, but their rela-
suppor the Aquarians became the heroes they hoped tionship with Agent Perlman (and other sympa-
to be. thetic federal and local officers) proved that even in
a climate of seeming corruption, it could be possible
to work with the law, not against it.
168 PG: TITLE:
BLACK HAMMER
Male, 23, 6’2”, 285 lbs., brown eyes, black hair
Really: Jackson Daws into contact with the Aquarians. He joined the team
A part of: the Aquarians to do even greater things, and the media immedi-
Based out: of Washington D.C. ately renamed him “The Black Hammer.” He was
Worked as: a bouncer frustrated by this blatant racism. But it was a minor
Active during: the Bronze Age irritation in the long run, when he was framed for
murder and railroaded by government enemies.
Looks: The first thing you think when you see Jack- In jail, Jackson continued his crusade for civil
son Daws is “big”. Over six feet tall, almost three rights, and even studied law, eventually earning his
hundred pounds, and not a spare ounce of fat on degree. Meanwhile, he watched as the Aquarians
him, he’s a real bruiser. He doesn’t do the costume turned into the Torchbearers, who cleared his name.
thing much, dressing instead in a pair of tough As a free man, he eventually hung up his superhero
coveralls, a red t-shirt and steel-toed boots. Despite career for good to become a lawyer and continue to
looking scary, he’s got a great smile and when he’s fight for civil rights on a different battlefield.
relaxed, he turns into a big (if over-muscled) teddy
bear.
Psychology: Hammer has come far from his listless he takes to the front of the battle and draws the
early days. Inspired by the speeches of Dr. Martin fire so he can fully power up and keep more fragile
Luther King Jr., he believes that the only way the members protected. He’s a savvy, skilled fighter,
nation will move ahead is for everyone to be equal becoming the tactical leader in a tough fight. For
under the law and in each other’s eyes. Peaceful story purposes, he’s the activist, devoted to civil
protest is the best way to achieve this, and Jackson rights. Even more so than the rest of the team, The
would give his life for that ideal. He’s an activist, but Hammer is concerned with the equality of man and
his teammates are used to it, and he knows they’ve their human rights. Most of the others have loftier
got good hearts. Despite his raw power, he prefers to dreams of an age of peace, but Hammer is a down-
find alternatives to throwing down these days, but to-earth sort with street level experiences and real
still enjoys the power rush he finds from getting hit. grit under his nails. This is important, as it helps
ground the team in the actual troubles of the day
Known Abilities: The Hammer is not one of those and keeps them on point.
guys you ever want mad at you. You see, Jackson
Daws gets stronger the more punishment he takes.
He absorbs kinetic energy directed at him and uses
Adventure Seeds
A protest march has been threatened by a supervil-
it to boost his already impressive physical prowess.
lain with powerful air abilities. Hammer is deter-
He can also redirect some of that power for a kinet-
mined that the rally will go on as scheduled, and the
ic-assisted leap that can carry him over tall buildings
race is on to figure out how to protect the people
in a single bound. Jackson can use the same kind of
and to shut down the villain. Why is he threatening
trick to create a shockwave by slamming his hands
them? Is that a key to stopping him? Or is it a lead
together, but it uses up his current store of energy.
to a bigger threat lurking in the shadows?
The man can take a cannon-shot to the chest, but
clapping his hands tuckers him out. Nobody ever
Hammer responds to a request for aid from an old
said superpowers had to make sense.
girlfriend, who feels threatened by supremacists
terrorizing a rural community. As the team investi-
On the other hand: there’s a world where Jackson
gates, the local newspaper starts to smear Hammer,
Daws happened to be in Memphis on the wrong
while the attacks pile up and the team can’t figure
day and failed to save Dr. Martin Luther King,
out how the supremacists are getting away so easily.
Jr. All his power, all the efforts of his team-mates,
Why is the paper’s editor after Hammer? Is he a
meant nothing in the long run, and his ideals
bigot, or is there some other grudge at work? How
turned into bitterness over time. As the murder rap
exactly does Hammer’s old flame tie into this?
started to tighten around him like a racist noose,
Hammer grew angrier. Eventually, this anger ex-
ploded from him like one of his shockwaves, de- Customization Notes
stroying the Beacon and injuring the Aquarians
before he disappeared into the urban wilderness of
America. On his own, he has become a dangerous
domestic terrorist, viciously attacking anyone and
anything he sees as keeping his people down.
Campaign Use
The Hammer is the brick for The Aquarians, with a
couple of twists to make him stand out. In combat,
170 PG: TITLE:
Golden Dawn
Female, 25, 5’4”, 135 lbs. brown eyes, brown hair
Really: Gail Lenoir-Ross a terrible threat at the very edge of her awareness,
A part of: the Aquarians, then the Torchbearers something powerful and malicious. She had to learn
Based out of: the Beacon II about this threat, and stop it, but even her skills
Worked as: a magician might fall short. She’d need help, she’d need friends.
Active during: the Bronze Age Gail broke out her father’s old van and hit the road.
She found the Maiden of the Mist and Greenway,
Looks: Golden Dawn is a woman in her twenties giving them a purpose to their wandering, then
with pale skin, straight brown hair and dark brown added Spring-Heeled Jill and Hammer to form the
eyes. She’s got that odd combination of plain-Jane Aquarians. Together, they fought against villains
and cute working for her, and downplays her looks and social injustice in equal measure. When the
with old jeans, t-shirts, and tattered sandals. She Aquarians were shattered by the events surround-
does love her ornate bracelets, though, for wrists ing Spring-Heeled Jill and Hammer, it was Gail
and ankles. She wears flowing, dull gold robes slit who kept them together and convinced them to
and pleated for mobility in a very stereotypical wiz- become the Torchbearers at Agent Perlman’s sugges-
ard’s costume. On her brow is a thin golden circlet tion. She’s a foundation of the group, even when she
with a purple gem that vaguely looks like an eye. takes time away.
Psychology: Golden Dawn puts on a good front, confrontation. With her Grimoire she’s even more
a source of comfort and cheer to her friends, but versatile, and makes a great character for players
beneath that exterior she feels a tremendous weight who enjoy having many choices. In combat, she’ll
of responsibility for her destiny. This leads to her hang back, take cover and attack at range, or make
second-guessing her actions, especially when ini- the terrain work against the team’s enemies with
tial plans don’t work out. However, she knows that Create, Move Object and her Concealment attack.
magic is fueled by belief, and even at her lowest She has a wide range of story options as well. She’s
moments she’ll find the reserves to keep on fighting, a legacy heroine, her father being a Golden and
and encourage those around her to rise above their Silver Age hero, and her great-uncle being one of
situation. She doesn’t know if Vivienne could pos- the great Pulp era adventurers. The threat of her an-
sess her like her mother, but if she could be used for cestor Vivienne hovers in the background, and the
a host, the combination of their magic would make shadowy world of secret societies threatens to erupt
the dangerous combination she fears the most. whenever it would make for a good story. Her sense
of destiny and responsibility is a classic angle of the
Known Abilities: Golden Dawn is a Hermetic comic book wizard. Finally, there’s the threat she
wizard with great command over the “magical ele- sensed when she got the Circlet; is it the same one
ments,” able to bend them to her will with specific that Skydancer sensed back in the Silver Age?
words and gestures. These commands make her
astoundingly versatile, with a number of magi-
cal attack forms: able to insert commands into the
Adventure Seeds
An anonymous patron has donated an opal necklace
mind of others through the wind, drawing objects
from the Aquitanian region to a museum’s collec-
out of the fiery forge of creation itself, granting life
tion of priceless artifacts. It’s too obviously a trap
to objects, casting her astral form out of her body to
for Golden Dawn by Vivienne, so what does she do
survey an area, and even more. With her grimoire,
when the museum is robbed, including the neck-
she can develop other spells as demanded by the
lace? Is it all part of the trap? Can she risk any expo-
situation, given enough time.
sure to Vivienne’s possession? Or is it a bluff to keep
Finally, she wears a circlet of platinum that helps
her at bay while the thieves get away with the crime
open her psychic third eye, allowing her to see magi-
of the century? If it’s a hoax, who would know how
cal forces and guard her mind from psychic attacks.
to make one that works so perfectly against Gail?
On the other hand: Vivienne’s spirit entered the
A vocal televangelist denounces occult heroes as
child as she was born. She had to put up with all
agents of the Devil, using their powers to entice
the growing pains associated with childhood, but
young people into lives of sin. This speaker singles
she was careful and hid the truth from her parents.
out Golden Dawn as the prime example, and con-
When she reached puberty, she manipulated the
vinces his followers to rise up against her. Is it just
foolish old men of the order to restore her power,
another way of spreading the hate dividing America
steal their Grimoire and Circlet and begin her con-
in a vulnerable period, or some greater danger? How
quests anew. As the villainess Golden Dawn, Vivi-
can the heroes counter his dynamic oratory, and if
enne is one of the great threats of her age.
he is secretly a villainous, or demonic, force out to
destroy Earth’s magical guardian, how can they get
Campaign Use to him without hurting his deluded followers?
Golden Dawn is a take on the classic four-color
wizard superhero. She has a wide array of magical
spells with powerful effects, but is weak in a physical
TITLE: PG: 173
SKILLS
Deception 4 (+6), Expertise (Magic) 10 (+13), Expertise (Secret Societies) 10 (+13), Insight 7 (+12), Percep-
tion 5 (+10), Persuasion 6 (+8), Ranged Combat (Hermetic Magic) 6 (+8)
ADVANTAGES
Artificer, Connected, Equipment 2, Favored Foe (Wizards), Inspire 1, Languages 3 (Egyptian, French,
Gothic, Latin), Ritualist, Trance, Ultimate Effort (Expertise-Magic), Well-informed
GREENWAY
Male, 41, 5’6”, 160 lbs., brown eyes, pale blond hair
Really: Doctor Henry Simms from the few comments he spoke that made any
A part of: the Aquarians, then the Torchbearers sense) was led by the floral whispers to the Maiden
Based out of: the Beacon II of the Mist. The complementary beings wandered
Worked as: a professor of botany the countryside getting into trouble as they tried to
Active during: the Bronze Age help, until found by Golden Dawn. With Dawn’s
help, Greenway found enough coherence to join
Looks: Greenway looks less like a super-hero and her efforts and reach out to make a few friends.
more like an acid band’s roadie. He’s a scruffy man Greenway finds the group’s dedication to peace and
in his forties with dilated eyes covered by rose-tinted love appealing and has resolved to be there until the
glasses, dressed in shabby clothes gathered from natural world compels him otherwise.
donation bins. His shock of white hair hasn’t seen
a comb in years, and he’s often barefoot unless the
others tell him to put shoes on.
Psychology: Greenway’s brain operates on a totally his friends are and protecting those too weak to
different level from most people. He senses things protect themselves. He’s a challenge for an experi-
and reacts to stimuli that others don’t even know enced roleplayer seeking a different kind of story
exist. This makes him ramble, muttering nuggets and power set. He’s the child-like idiot savant with
of wisdom in between strings of gibberish. Most tremendous insight into a greater reality, whatever
of the time he’s like a child, attracted to something that means for both player and campaign.
that grabs his attention, then quickly flitting on to In combat, he’s another ranged attacker, able to
something more exciting. He doesn’t view people pin down enemies for his team-mates, and make
the same way anymore, beyond Golden Dawn and potent direct attacks of his own. He has a couple
the Maiden, but he does have an innate care for all of interesting defensive powers and sensory tricks,
living things, flora and fauna (in that order). Some- offering plenty of different kinds of actions on the
where down deep, Dr. Simm’s brain still operates. field, and in quieter moments.
When his rational mind intersects with his ephem-
eral awareness, he becomes startlingly brilliant, more
like his old professorial self.
Adventure Seeds
In the middle of a slugfest against the villains,
Greenway wanders off, after hearing something that
Known Abilities: Greenway can communicate
calls him away. Can the heroes afford to follow him?
with and control plant life in an area, hear and
Has he found a special insight into defeating the
touch plant life miles away, and comprehend the
bad guys? Or is it completely unrelated? If he leads
natural world and its workings. This perception of
them astray, will they be able to depend on him
the world makes him incredibly hard to hit when
again in the future? Then there’s the worst possibil-
he’s paying enough attention, protecting him from
ity: the villains have found a way to offer him false
attacks. Greenway can exert control over his green
whispers through his “green way,” and now have an
friends, using branches and vines as crude limbs
insidious, subtle method to sow confusion in the
with full sensory connection, and can use them
group!
to create a large field of brambles. Greenway can
also unleash a torrent of allergens to bring on fits
Greenway and a group of protesters picket a log-
of sneezing, watery eyes and skin rashes. And you
ging company clear-cutting a pristine section of
thought hayfever was bad.
forest. The company has a list of equipment that
he’s sabotaged and injuries he’s caused, demanding
On the other hand: Greenway could have gone
the authorities step in or they’ll hire someone to
mad at his transformation when he first heard the
protect them. Someone like the MIA perhaps, or
Earth crying in pain. This Greenway would go on
Black Mamba or Brother Bola, or maybe some other
a rampage, raising up the local plant life to destroy
mercenary with fire powers. The real problem: Gre-
those who hurt it. This initial attack lasted until the
enway’s busy with the Aquarians on the other side of
plants warned him away from arriving authorities.
the country, so who’s rousing the protesters? Why is
Now, Greenway wanders the United States causing
the company so quick to hire super-criminal protec-
damage wherever he finds people callously harming
tion? What is really happening here, and who’s this
the environment.
fake Greenway?
Campaign Use
Greenway’s a space cadet who thinks completely
differently than everyone else. Greenway normally
works on an instinctual level, understanding who
176 PG: TITLE:
ADVANTAGES
Improvised Tools, Inventor, Luck 2, Minion 1, Ulti-
mate Skill (Perception)
Minion
1 rank in Team Minion
Psychology: The Maiden of the Mist is not human, mother, Gaia. That’s what called her out, the world
that has to be clear. She’s a nature spirit and Golden itself, and she swore to cleanse her mother’s wounds
Dawn refers to her as a water elemental. Either way, with the pure water of her body. This Maiden, this
she doesn’t understand humans, but is much more Niagara, didn’t worry about being able to shrink.
in tune with the natural world around her. While Instead, she could get larger if she stood in bodies of
traveling around the countryside in a van doesn’t water, making her stronger and harder to hurt. She
bug her too badly, she never did learn to enjoy could start tsunamis, and by hurling water into the
the cities. Of course, knowing that at any lapse of air, she could start powerful thunderstorms. [Niaga-
focus she’d “geyser” out to her normal thirty-foot ra should have Innate Permanent Growth, as well as
height couldn’t have made hanging around cramped extra ranks of Growth with Limited—Only while in
buildings and narrow streets all that exciting. She’s large bodies of water. Add Environment 9 or 10, for
usually calm, sweet and compassionate, but like the Impede Movement and Visibility to represent the
water that composes her body, she can roar into a storms. Finally, have Erosion affect beings as well,
frothing fury at injustice. She is playful and silly of- instead of only objects.]
ten times, and indulges in the way men react to her
killer body. In the end, she’s a sweet young lady who
just happens to understand plants and rocks more
Campaign Use
Maiden of the Mist is one of the bricks for the
than she’d ever get humans.
Aquarians and Torchbearers. She’s secondary in this
role to Black Hammer, able to back up his position
Known Abilities: Can we say that a water elemen-
while adding a few tricks of her own, such as her
tal has superhuman powers? Well, let’s just say she’s
growth and weaken powers. When the Aquarians
got an arsenal of paranormal abilities, and leave it
become the Torchbearers, she becomes the primary
at that. She’s composed of water, making it hard to
brick. She lacks raw strength but again, her tricks
hurt her, especially with physical force. She doesn’t
make up for that lack. She’s also an alien outlook
need to breathe, eat, or sleep, all very convenient
character, more in tune with nature, magic, and a
things, especially that last one. She’s normally thirty
less advanced world, but her sweet nature makes it
feet tall, but she can shrink herself down as small
more of a gentle innocence.
as six feet in height. The catch is, she only stays
that way while able to think about it. When she’s
full-sized, she’s very strong, and even more resistant Adventure Seed
to damage. She can talk to other spirits, as long Dearly beloved, we are gathered here to bring this
as they’re not undead, talk to plants, and to other water spirit and this earth creature together in the
natural objects like rocks. She seems to be immortal; bonds of holy matrimony. Maiden of the Mist
even if her form is destroyed, she’s often back to full encounters a representative of Mother Earth, who
watery fury within four hours. One of her most in- insists the spirit of Niagara Falls must wed a spirit of
teresting abilities can erode objects by touch, forcing the land (perhaps the embodiment of the Catskills
her watery form into them and wearing them away or similar mountainous region) to bring balance
like the sea erodes the beaches. Thank goodness it back to the world. Golden Dawn is suspicious of a
doesn’t work against living beings. trick, particularly when Greenway is prevented from
communicating with the regional flora. What’s the
On the other hand: there’s at least one timeline truth behind the New Age marriage of the decade?
I’ve witnessed where the Maiden of the Mist knew
what had wakened her. On this world, she was
called Niagara, and she was full of righteous fury
against the humans who tortured and poisoned her
TITLE: PG: 179
SPRING-HEELED JILL
Female, 37; 5’7”, 155 lbs., brown hair, brown eyes
Really: Jennifer Jackson startling appearance and evocative name soon made
A part of: the Aquarians; former member of the headlines, and she was wrapped in adulation again.
Vanguard of Justice When she met up with the Aquarians, a strong
Based out of: the Beacon II connection was forged. She joined their ranks, even
Owned: a junk shop though she didn’t wander quite as much as they did.
Active during: the early Bronze Age Her heart was in New Jersey, but she never ignored
a call for help from her new team-mates, and trav-
Looks :Jenny is older now, in her mid-thirties when eled with them from time to time.
she takes up her new identity. She’s still in great Spring-heeled Jill became very protective of her
shape; a little curvier maybe, but strong and sturdy. super-hero family as the years wore on. This would
She dyes her brown hair to keep the gray strands lead the Aquarians into their darkest period, but the
out of sight, and she uses a bit more makeup to hide legacy of heroism Jenny left in her wake would see
some of those wrinkles, but her smile and energy are the team through it even without her, and her star
as youthful as ever. Her new costume is based off shone bright throughout the Bronze Age.
the old story of Spring-Heeled Jack, with a silvery
bodysuit and flowing black cloak, a dark hood,
and bright red eyes on her mask. It’s a surprisingly
creepy design, especially when she’s hurtling out of
the night sky thanks to those jump boots of hers.
Psychology: Jenny Jackson retains an upbeat, her turf ” – all these things can lead to a wildly out-
vibrant personality, a combination of swashbuck- of-control woman with no connections, no allies,
ler and big sister that helped keep the Aquarians and an increasing alienation from even her brother.
motivated early in their history through bumps and
personality clashes. Having given custody of her son
to her ex-husband, Jenny has adopted the team as
Campaign Use
Spring-heeled Jill is a mobile character, designed
her surrogate family, becoming their mother figure.
for fast movements and strikes. She’s built to work
Despite experience and age, she never fully em-
well on her own or with a team. As long as she’s in
braces caution and patience, hurtling into each case
costume and keeps moving, she’s difficult to fight.
eagerly. She enjoys her limelight, but like when she
She’s meant to be a classic swashbuckler, with plenty
was Jumping Jill, it’s all to give her a better chance
of mobility and ready quips, prepared to perform
to help people who really need her aid.
fun tricks and maneuvers to add panache to a battle.
She’s also got more classical four-color hero traits,
Known Abilities: Spring-heeled Jill draws all of her
with a great concern for her team-mates and inno-
abilities from the gear John developed. Jenny is an
cent bystanders, and these blend into a fun charac-
excellent combatant, and a decent investigator from
ter to role-play. She’s one of the last original links to
years of practice. As an acrobat and gymnast, there
the early eras of a campaign world, being a teenager
are few her equal, even at her age. But she’s just a
in the Golden Age and learning from some of the
normal person, and she relies on her special equip
first masked heroes, earning her stripes at their side.
ment to give her the edge over criminals.
After the Aquarians nearly break up, and turn into
This special gear includes a flowing cloak that
the Torchbearers, Spring-heeled Jill plays the valu-
is particularly tough and pliable, something she’s
able campaign roles of turning point and cherished
become very skilled in using to entangle a foe, or
icon. From her death on, she is held as a standard
divert their attacks away from her actual body.
of heroism, the person who knew the costs of her
Her jumping boots are now much better-designed
identity but willingly paid them for her friends’ lives
jump jets, and can propel her five hundred feet at
and the good of the world. That’s the moment that
a leap. Finally, there’s her fire gun, which can belch
everyone realizes for good that heroes and villains
a stream of flame at an enemy, or release a quick
aren’t just a game, if they ever were.
burst that can dazzle a person’s eyes, blinding them
temporarily.
Adventure Seed
On the other hand: it’s very easy for a woman like How far will Spring-heeled Jill go to protect her son
Jenny Jackson to feel under-appreciated. It’s been when she learns about criminal elements surround-
quite a long time since the Jumping Jacks were dis- ing him? Drugs and gangs were relevant in the time,
cussed with awe, or even just discussed. With more and relevance is the buzzword in the super-hero
eye-catching heroes from the past like Radar Man stories of this period. Now it’s Jenny’s turn to face
and Redeemer, it’s easy to forget two super-normal the dark forces that haunt the streets and endanger
leapers and their clunky boots. When she’s made her family. Worse is the foreshadowing that could be
to look like a bad mother in the divorce, and loses used, when the trail of crime leads back to the drug
custody of her son (something almost unheard of in lord Angeldust.
this age), one can see this Spring-heeled Jill becom-
ing much more like her namesake in personality.
Frivolous, scary, inscrutable, this Jill could be out
for any action at all. Stopping criminals, tangling
with the law, battling the Aquarians if they “invade
182 PG: TITLE:
THE TORCHBEARERS
Alpha Agent, Golden Dawn, Greenway, Lone Jack, Maiden of the Mist, Windstorm
Leader: The group held regular leader elections, of the Aquarians needed to be left in the past. Since
rotating command of the team over the years. the idea was a team modeled after the legacy of the
Vanguard, they selected the name Torchbearers. A
History: The Aquarians came to a sad end despite fitting “passing of the torch”, as well as the light of
the optimism of their mission, and the public’s posi- hope that the Beacon was meant to be for the old
tive reaction. A concerted effort by Special Agent team.
Worthen and the Warmonger led to Black Ham- There were initial difficulties. The older members
mer being framed for murder, a crime so excellently had trouble adjusting to the more organized nature
crafted that the hero was found guilty and sent to of the Torchbearers; there was friction from having
prison. As the team reeled from this development, Alpha Agent foisted on them; and grief weighed the
another old foe, Angeldust, launched the attack former Aquarians down. But they would rise up and
Golden Dawn believes she had foreseen. The team meet these challenges, and the Torchbearers would
was unprepared due to Hammer’s trial when An- succeed in the long run.
geldust struck, capturing Dawn and the Maiden in
a plan to sacrifice them and use their essence. The Resources: The Torchbearers rely on the classic
ritual would capture the potential in the Age of super-team trappings, including a base, a jet, and
Aquarius, giving him an “Age of Alchemy” and the support staff to maintain their complex. The team
world, but Spring-heeled Jill sacrificed her own life is much more individual than the Aquarians (and
to thwart this plot. the Silver Age groups), usually only gathering for
The dual blow sealed the end of the Aquarians, meetings and missions, making these resources vital
and they drifted apart after Jill’s funeral. Other links as well.
forces were at work that would bring the separation
to a surprising end. The FBI Director stepped down The Beacon III (team base, 20 pts)
at long last, and the official view of the Aquarians Size Large, Toughness 12, Features: Communica-
started to change with the new director. Agent tions, Computer, Fire Prevention System, Gym,
Perlman offered a suggestion: bring them together, Garage, Hangar, Infirmary, Laboratory, Library,
with some new heroes, and have the team officially Personnel, Power System, Security System 2 (Tech-
deputized to battle threats beyond the abilities of nology DC 25)
law enforcement. With Perlman as the liaison, the
suggestion was accepted, and Jerry worked hard to Torchwing (team vehicle, 20 pts)
convince the Aquarians that this was a chance to do Size Gargantuan, Str 14, Spd 10, Def 6, Tough 13,
everyone good. With his support, they could even Features: Navigation system, Total Life Support
work toward clearing Hammer. The FBI wanted a
member of their own on the team and the Alpha 40 total points, Equipment 8
Agent was developed to fill the role. They rescued
Jenny’s brother, who’d become Lone Jack in a failed Note: Greenway and Maiden of the Mist have a
attempt to get revenge on Angeldust. Eventually, rank in Minion as Aquarians; for a Torchbearers
Windstorm was brought on board at Alpha Agent’s campaign, adjust this to Equipment 1
recommendation. Everyone agreed that the baggage
184 PG: TITLE:
Special Agent Jerry Perlman (Connection, 0 pts) ers. They came to enjoy her presence, and she threw
With Alpha Agent as a member, Agent Perlman herself into her duties. When she earned enough to
no longer needs to provide an active role in group go to college, T.Z. stayed at her post instead. She
activities, removing the need for Team Minion takes night classes now, but she learns much more
keeping the team organized, the base humming and
T.Z. Jones (Personnel, 0 pts) the Torchwing at the ready.
Thea Zoe Jones (T.Z. to her friends) is a vibrant and
cheery young woman who needed a job to make Legacy: The Aquarians provide an interesting
money for college. She became a civilian administra- footnote to superhero groups, but the Torchbear-
tor for the FBI in their New York office, and it was ers generate more significant history, despite being
there she came to the attention of Agent Perlman. largely the same group with the same purpose at
Despite a bit of klutziness, she was eager, bright their core. The Torchbearers will exist past the end
and trustworthy, so when it came time to outfit the of the Bronze Age, and become a standard for hero
newest Beacon, he asked her if she wanted a bet- teams in the decades to come. More heroes will be
ter job. She could do something that would serve honored with membership, but only the most pres-
her country’s interests much better than filing and tigious get to join. They prove that private vigilantes
making coffee. She was in it for the paycheck at the and the government can work hand in hand (no
start, but came in short order to love the Torchbear- matter how strained) for the common good.
ALPHA AGENT
Male, 28, 6’0”, 215 lbs., green eyes, dark red hair
Really: Gregory Kirkland fit his personality.
A part of: the Torchbearers; also a Special Agent of Kirkland got the job over two other qualified can-
the FBI, and Bureau liaison to the team didates, and everyone (including Kirkland) believes
Based out of: Washington, D.C. it was his family connections that won him the role.
Worked as: a Special Agent of the FBI This would come back to haunt him and his new
Active during: the Bronze Age team during the years to come. The renamed team,
now called Torchbearers, didn’t see much reason to
Looks: Gregory Kirkland is six feet tall, in great trust the agent foisted on them, but their long-time
condition, always working out to keep as fit as pos- friend Perlman gave him the okay, so they gave him
sible. He’s normal without his super-suit, and that a chance.
knowledge concerns him. He’s got great green eyes, Kirkland struggled hard against injustice at his
dark red hair, and pale skin with just a few freckles. team-mates’ sides, despite his career-centered objec-
I think it’s adorable; he’s annoyed they detract from tives. He put his keen mind and powers at their
his “agent look”. When in FBI offices, he wears the service, and in time, became a valued cornerstone
standard dark business suit, while at home he likes of the Torchbearers. He grew close to them as well,
to be relaxed, dressing down and very, very casual. and when those opportunities he’d sought earlier in
I can dig that. As Alpha Agent, he wears his super- life cropped up, he never leaped at them; instead, he
suit, all dark colors of the flag, reds and blues, with weighed them against the hard-won loyalty of the
white accents. He certainly cuts a dashing figure in Torchbearers, and their fight for justice.
it.
Psychology: Alpha Agent is a blend of careerism,
Known History: Gregory Kirkland was born into opportunism and genuine belief in justice. He is law
a family of service and politics. Three generations and order, but not to the exclusion of all else. The
of the family tree wrapped its branches around the time he spends as a masked hero fighting alongside
different parts of Washington, D.C.; lawyers, politi- more idealistic team-mates brings into question
cians, criminologists, judges, and more. So it was his quote: “the laws exist for a reason; if they don’t
no surprise he’d find his way into public service, in work, try to repeal them, never ignore them.” He is
his case by joining the FBI. He wanted to follow a loyal, to the Bureau and to his fellow Torchbearers,
political track eventually, and most of his efforts in but most of all to the Kirkland family and their gen-
the Bureau were put toward making connections erations of service to the country. He throws his all
across the capital while diligently pursuing his case- into any project he’s involved in, and is savvy about
load. When newly-promoted Special Agent Jerrold public perceptions and the press. But despite the
Perlman convinced the Aquarians (still reeling from good he does as Alpha Agent, and a Special Agent
their recent losses) to accept the Department’s back- of the FBI, Greg’s ultimate goal is still to win a seat
ing for a new team, Kirkland’s opportunity came. in Congress down the road.
His record, and family influence, lifted his name to
the top of a list of candidates for new Constable, Known Abilities: Greg Kirkland is a trained in-
but Kirkland wanted something more American- vestigator with the FBI, with knowledge of law
sounding. I’m not sure Alpha Agent succeeds, but it enforcement, criminal investigation, hand-to-hand
186 PG: TITLE:
combat and firearms. He’s developed a solid reputa- instead providing a bridge between them, support-
tion of solved cases and professionalism, though ing both roles. On a roleplaying level, Alpha Agent
becoming Alpha Agent has weakened this among is more law and order than pure justice, offering the
his fellow agents. team a level of official presence and direction for
As the Alpha Agent, Kirkland wears a costume detective work. He also collides easily with members
that generates low levels of vitolite radiation, pro- who are less government-oriented. There’s a level of
viding him with some superhuman strength and ambition that is lacking in super-heroes in general;
increased durability. He can leap great distances, this is a stepping stone for him, and that’s a motiva-
nearly two hundred feet at a shot, and his eyesight tion that offers a number of different story angles.
and hearing are more sensitive and accurate over a
greater distance. The hope was that making the suit Adventure Seeds
the source of the energy would avoid the issues that Alpha Agent has to deal with a united front when
poor Constable faced from direct absorption of vi- Special Agent Worthen (one of the three finalists for
tolite. As the Justice Department’s super-heroic face, the role of Agent) makes contact with the third fi-
Alpha Agent is often armed with advanced, even nalist. The two of them work a dangerous two-front
prototypical, devices useful against specific threats. scheme, in the world of superhumans as well as the
administrative labyrinth of the Bureau, to expose
On the other hand: Alpha Agent could have used the Agent as a fraud and frame him for corruption.
this position to work a much darker scheme. Tak- Has Kirkland won enough respect from his team-
ing advantage of the abilities given him by the mates (or the other heroes he might turn to) to help
government, this Alpha Agent stockpiled embezzled him?
devices and cash, and made secret arrangements
with captured criminals of all stripes. He’s building Ghosts of past indiscretions by Agent Perlman and
a well-armed force of super-villains for his inevitable the Aquarians start to come to light. Their fugitive
attempt to win the “big” political office by non- status has been scrubbed, but could it come back
voting methods. And by working with the Torch- and ruin the Torchbearers anyway? A reporter has
bearers, subverting their efforts, winning their trust been receiving classified documents from a source
and stealing their innovations, Alpha Agent in this deep inside the Bureau, and the first few articles
timeline is in a frightening position to launch this threaten to “blow open the truth about our so-called
takeover with the Torchbearers’ deaths. [For this ver- heroes!” Can they figure out who is leaking the
sion, other than taking advantage of the increased information? Is it the Alpha Agent? Is he willing to
PL discussed below, and making an array of gadgets help stop it if it isn’t? Is the information accurate,
to arm his super-villain followers with, there isn’t and if it is, should it be stopped? Who is hero, who
much to change.] is villain, and how can the heroes resolve the situ-
ation without making the Bronze Age even more
Campaign Use cynical?
Alpha Agent is the government go-to guy of the
group, providing martial combat expertise blended
with a solid foundation of investigatory skills. He
dovetails with Windstorm and Lone Jack, by pro-
viding a more powerful hand-to-hand punch along
with a low level of versatility in his gadgets. On the
other hand, he doesn’t supplant the two bricks of
the team, Black Hammer and Maiden of the Mist,
TITLE: PG: 187
SKILLS
Close Combat (Unarmed) 5 (+9), Deception 6
(+7), Expertise (Law Enforcement) 7 (+8), Expertise
(Politics) 4 (+5), Intimidation 5 (+6), Investiga-
tion 7 (+8), Perception 7 (+10), Persuasion 6 (+7),
Ranged Combat (Guns) 5 (+8)
ADVANTAGES
All-out Attack, Benefit (FBI Agent), Close Attack
2, Connected, Defensive Roll 2, Equipment 9, Fast
Grab, Improved Hold, Power Attack, Precise Attack
2 (Ranged Cover and Conceal), Ranged Attack 2,
Takedown, Well-informed
LONE JACK
Male, 47, 5’7”, 185 lbs., brown eyes, brown hair streaked with white
Really: John Jackson with Lone Jack out of practice and feeling his age.
A part of: the Torchbearers; former member of the The Aquarians had reconstituted as the Torchbear-
Vanguard of Justice as Jumping Jack ers, and they arrived in time to save Lone Jack from
Based out of: Newark, New Jersey, and operates retribution. Reluctantly, he joined their team, a
from the Beacon III move that upset his wife, and would result in their
Worked as: a mechanic and part-time inventor divorce. She loves him, but can’t be married to him
Active during: the Bronze Age if he’s risking his life at his age, and with children to
care for.
Looks: John’s looking good, but looking his age. Now, Lone Jack is the veteran of the team, the
In his late forties, his brown hair is streaked with cynic, and the one most dedicated to bringing down
gray and receding, and there are laugh lines at the Angeldust. Although the Torchbearers can’t be
corners of his mouth. He’s in great shape, if a bit focused on hunting down one person, he battles all
bulkier than in his youth. He still dresses down, still their villains in order to get his chance to avenge his
has that blue-collar look and way of talking, and sister at long last.
when not in costume or on a case, is most comfort-
able with a greasy rag in his back pocket, a tool in
his hand and grubby fingers in need of a good wash.
Psychology: There’s still some of the younger John geldust, or foolish and naïve tools of a society that
left in Lone Jack. He’s the big brother that several no longer works. Regardless, all would be greeted
of the Torchbearers never had. He’s thoughtful and by the same level of viciousness and obsession. This
quiet, and still enjoys his engines, most comfortable Lone Jack will take no prisoners, and who knows
in his garages. He’s a caring family man, concerned what will drive him next should he achieve his goal.
for blood and “adopted” family in equal measure. But it’s safe to assume that he will find some new
He was hesitant about joining the ‘Bearers, but he’s evil to pursue, now that he’s lost all perspective.
become close to them anyway.
But there’s a greater sadness in him that colors his
life. It hurt his relationship with his wife, it keeps
Campaign Use
Lone Jack is the veteran hero of the team, having
some of his teammates at bay, and keeps him away
worked with Golden Dawn’s father in the Golden
from the public eye when the crowd offers deserved
Age. He’s the father figure, and a steady rock of
accolades and adulation. His spirit is tarnished by
knowledge and wisdom. Sometimes, he might
the knowledge that he wasn’t there for Jennifer.
be the out-of-date old man too, which could be
When his twin sister was awash in pain and fear,
amusing, but he provides technical innovation and
and needed him the most, she died alone. This tears
know-how as the rest of the world is threatening to
him up inside, and as much as he seems to hate
move ahead without him. In combat, he moves fast,
Angeldust, it’s pretty obvious that fury pales against
and has a decent ranged attack that can keep en-
the anger he holds against himself.
emies off-balance. His mechanically-oriented attacks
provide a nice descriptor difference from Golden
Known Abilities: John remains a premier engineer
Dawn and Maiden of the Mist’s ranged attacks, and
and mechanic, as well as a skilled combatant. He’s
his movement-oriented, bar brawl style of combat
a decent investigator, from his many years in action
compliments the more refined martial arts skills of
and helping novice heroes to learn. Other than the
Alpha Agent and Windstorm.
high degree of skill in these areas, John possesses no
innate powers.
Instead, he has advanced gear that provides him Adventure Seeds
with a powerful edge in his masked career. His jump Spring-Heeled Jill lives! Lone Jack throws caution
jets are his greatest innovation, potent devices that to the wind to welcome back his twin sister, but the
enable him to leap up to five hundred feet at a shot. other Torchbearers are suspicious. When she betrays
He has nightvision goggles and an armored costume the team to her murderer Angeldust, those suspi-
as well as his gauntlets. These fire a variety of the old cions seem confirmed! Is she Jennifer Jackson? Is she
battle discs from his Jumping Jack days, upgraded an alchemical construct? Is she something far worse?
to do greater damage, explode, or release a cable And regardless of the truth, can Lone Jack’s sanity
net. There’s also a compressed charge of air that can survive?
knock people and objects back. These more than
make up for any loss of combat prowess from his Jumping Jack is back on the streets of Newark! Lone
age. Jack’s not pleased to discover his son has found his
obsolete gear and taken on the old identity. Can he
On the other hand: Lone Jack could have become convince the teenager to give up a life of thrills and
unhinged by the loss of Spring-Heeled Jill. Instead excitement? Is Lone Jack about to get a sidekick in
of trying to bring Angeldust in for justice, Lone Jack an age when such quaint notions seem destined to
could be hunting down the criminal like a dog, ea- end in tragedy? And of course, Mom’s out there,
ger to get blood for blood. This Lone Jack could see and there’s not a villain that can hold a candle to an
anyone trying to get in his way as a minion of An- angry mother. What will she do to end this?
190 PG: TITLE:
WINDSTORM
Male, 26, 5’5”, 175 lbs., black eyes, dark brown hair
Really: Thomas “Tommy” Yong for too long after Annabelle’s death; he’d wanted to
A part of: the Torchbearers send Tommy to school, give him a good life, and a
Based out of: the Beacon III good future. Now Tommy faced that future alone.
Worked as: a forklift driver As he went through his parents’ effects, he found
Active during: the Bronze Age a safe deposit box key. In the box was an old book
and an antique amulet of a dragon wrapped up in
Looks:: Thomas Yong is short but don’t let his size roaring winds. Tommy took the book home and did
trick you. He’s quick, and his posture shows that his best to understand the weathered Chinese scrawl
he’s alert at all times and ready to go. His black eyes within, shocked that his parents had never told him.
look right through you and contrast nicely with his The diagrams showed martial arts kata from some
red gi and mask. His long hair is pulled back into other style, one he didn’t recognize. He couldn’t
a braided ponytail. He’s not someone I would ever understand the words, but did his best to follow the
want to have to go a round or two of grav-boxing copious diagrams while researching both heirlooms.
with. He finally tracked down the line of defenders
the amulet symbolized, and flew to China to find
Known History: Third-generation immigrants this hidden School of the Tempest Spirits, whom
Charles and Annabelle Young did everything they the Dragon-bearers had defended as far back as the
could to fit into their adopted country. They weren’t 13th century. Immersed in the culture and language
ashamed of being Chinese, they just preferred to of China, Tommy (now Yong, not Young) found
be American, and worked hard at it. They changed a master of the School. When the old mentor saw
their names (from Yong Chen and Ah Lam), the amulet, he took Tommy in to teach. Ironically,
Charles made a career of selling office supplies, and Tommy never noticed he was living out one of his
they settled into a suburb of Des Moines, Iowa. own martial arts movies.
Nothing changed after Thomas was born. In fact, After five years, Thomas Yong left with all the
they redoubled their efforts, and Tommy found skills he could master in a sheltered school. He
himself in a whirlwind of Boy Scouts, Little League, returned home to America, to ponder his future in
backyard barbecues, hikes and more. possession of secrets lost to the modern world. That
However, Tommy was most drawn to karate. The future revealed itself when a friend was trapped in
local studio flourished from the recent flood of a hostage situation at a rock concert. One by one
Asian action movies. His parents were reluctant, but he took out the criminals, saved the hostages, and
let Tommy join the school. He displayed a natural proved to himself that he wanted a life of adventure.
talent and loved every minute. His parents used it to He named himself Windstorm, after his preferred
distract Tommy from his mother’s illness, something style, and took to the highways of the country. He
they didn’t want him to worry about. gained a reputation as he traveled, and while police
Annabelle passed away shortly after Tommy had mistrusted him, the Alpha Agent didn’t. The FBI’s
achieved his black belt, upsetting him greatly and super-hero approached and offered him a spot on
throwing off his training. Worse, as Tommy pre- the Torchbearers, to live up to his role of guardian
pared to enter college, his father suffered a fatal on a larger scale. How could Windstorm say no?
heart attack. Charles had pushed himself too hard
192 PG: TITLE:
ADVANTAGES
Agile Feint, Assessment, Close Attack 2, Daze (De-
ception), Defensive Roll 3, Equipment 3, Evasion,
Improved Defense, Improved Initiative, Improved
Trip, Language (Chinese), Power Attack, Ranged
Attack 3, Redirect, Skill Mastery (Deception),
Weapon Bind
Villains
of The
Bronze Age
TITLE: PG: 195
ANGELDUST
Male, 40, 5’10”, 210 lbs., black eyes, dark brown hair
Really: Angelo Donati Eventually, Angeldust’s need to unlock the al-
The leader of: his own criminal network chemical pattern of the world merged with his lust
Based out of: Chicago, Illinois for revenge on his foes. He crafted a magical rite
Worked as: a criminal kingpin and chemist to seize the potential of the Age of Aquarius, and
Active during: the Bronze Age corrupt it with a sacrifice in the form of the Maiden
of the Mist or Golden Dawn. He came close to
Looks: Angeldust is the very picture of the hand- success, but the self-sacrifice of Spring-Heeled Jill
some devil. Five foot ten and in excellent condition, destroyed the rite and freed his captives. Angeldust
Angeldust is no musty old academic. There’s never survived, escaping once more, ready to plot more
a single dark hair out of place on his head, and mayhem. He would continue to challenge his en-
those black, penetrating eyes are always analyzing emies as the Torchbearers in more and more vicious
and judging. He enjoys his success, and it shows in battles.
his tailored suits, fast cars, and luxurious homes. As
Angeldust, Angelo adds large jackets that cover his
alchemical arsenal and any other surprises.
Psychology: Angeldust is a schemer. He likes to On the other hand: Angelo Donati could become
out-think his opponents, luring them into danger- devoted to the more uplifting and enlightening
ous situations while keeping a safe distance. But he’s aspects of alchemical philosophy, seeking the abil-
no effete intellectual, not at all. Angeldust is quite ity to transmute base substances to gold. Angeldust
able and ready to engage in physical confrontation, preferred to focus on the materialistic aspects of
though rarely without a plan and contingencies. this “science”, but an alternate Angelo could under-
Ultimately, Angeldust is about control: people, stand that this is a metaphor for trying to achieve
the world, all things must be sorted, labeled, and purity of the soul. This Angelo would still be well-
organized. Everything must be in its place, and that organized and composed, but now his intellect and
place must be at the beck and call of Angeldust. He’s insight would provide mentoring, information or
brilliant, suave and relaxed, rarely ruffled and almost advice to other super-heroes. Perhaps he’s teaching
never angry, only losing his composure on a handful someone his knowledge in the hopes of sponsoring a
of occasions. It’s why he doesn’t care much for using hero of his own, to bring more hope to a world that
his Primal Beast elixir; the dulled intelligence and needs it.
awareness worry him, despite the combat advantages
provided by the raw force it bestows. Of course, this
need for control and planning would topple him,
Campaign Use
Angeldust is a crime kingpin with a twist that can
because no plan remains intact when meeting the
let him challenge the heroes more directly. He’s
enemy, and Angelo can never improvise well.
a plotter and mastermind, with a good array of
resources, skills and advantages to accomplish this
Known Abilities: Angeldust is a genius, with a deep
role, while his alchemy gives him an edge to sur-
knowledge of business, criminal enterprises and
vive combat in the inevitable final confrontations.
manipulating people, as well as a decent knowledge
His alchemy-based stories can leave the streets and
of knife-fighting and marksmanship. His great-
criminal underworld for more mystical plots, and
est strength is his nearly masterless knowledge of
can even bring those two threads together in odd,
alchemy, the ancient pseudo-science and philosophy
surreal kinds of adventures for a change of pace.
of combining basic elements to recreate and reshape
He’s intelligent, scheming, ruthless, and in his later
the material world and the spirit. Of course, like
career, has a reputation as a hero-killer that can
most people possessing magical knowledge and
provide a sense of urgency and danger to his appear-
ability, it’s not clear if this counts as a power or not;
ances.
for now, we’ll go with the idea that it’s knowledge
anyone could potentially learn.
Angeldust learned better than most, especially for Adventure Seed
his time. His standard arsenal included: a potent Angeldust has begun to release a dangerous new
sleeping gas; a dust that kept him invisible as long street drug: kickstart. This drug makes a person’s
as he avoided touching anyone; a healing potion dreams come true when they develop superhuman
he called Aqua Vitae; and the Transmutative elixirs abilities. There’s no way to know what powers a per-
that unleashed his Primal Beast or Evolved Intel- son will get, but they only last a few hours and then
lect. Aside from these basics, he would constantly it’s gone, and the user feels empty. The heroes are
concoct new formulae as needed for his latest plot. facing an increasing number of super-power junkies
He also created homunculi, creatures of magically- demanding higher and higher amounts of kickstart.
touched clay, brought to life to do their master’s How do they stop the flow of the drug once and for
needs. One such homunculus was kept by his side at all? Is this all there is to his plan, or is there some
all times, as a particularly effective bodyguard. bigger reason Angeldust is releasing a power-induc-
ing drug to the world?
TITLE: PG: 197
Angeldust’s Minions
FELIPE (PL 4/33 Power points)
Felipe Aguilar is what you’d expect from a right-hand man to a crime boss. He has enough physical tough-
ness to keep the regulars at a distance, is a good driver, and is totally loyal to the man paying him a lot of
money to be all those things. Felipe has the upbringing that Angelo pretends to have; Angelo uses a lot of
Felipe’s life story in his own personal narrative. Felipe doesn’t care, no one pays him any attention anyway.
After all, it’s when they pay attention to you that people in his line of work get killed. Better to be in the
position to take the potshot or race his boss out of the area then to be on the front line against supers. Fe-
lipe’s happy to have money to spend on his days off, good-looking women hanging around on the job, and
nothing more complicated in his future. Of course, after the day Spring-Heeled Jill is murdered, Felipe never
again feels comfortable about his future.
Abilities: Str 5, Sta -, Agl 0, Dex -1, Fgt 4, Int -, Awa 0, Pre -
Defenses: Dodge 4, Parry 4, Fort Immune, Tough 6, Will Immune
Powers: Immunity to Fortitude Effects, Protection 6
Skills: Close Combat (unarmed) 2 (+6), Perception 4 (+4)
Advantages: Close Attack 2, Chokehold, Fast Grab
TITLE: PG: 199
BLACK MAMBA
Male, 33, 5’11”, 225 lbs., pink eyes, bald, albino
Really: Dingane Owusu
A part of: no criminal organization
Based out of: Cape Town, South Africa
Worked as: a mercenary
Active during: the Bronze Age
Campaign Use
Black Mamba is a ruthless assassin. He has no
redeeming qualities as a person, which makes him a
satisfying villain to beat on. Black Mamba waits in
silence and then strikes. He kills quick and cold, un-
less he’s got time to play with a target or victim. Play
up his almost alien quality to unsettle the heroes, a
clearly human character with no human qualities.
Against larger hero teams, he should be grouped
with other mercenaries, providing a dangerous sup-
port role with his poisons. He can easily stand alone
against smaller teams or solo heroes.
TITLE: PG: 201
BROTHER BOLA
Male, 25, 5’8”, 190 lbs., brown eyes, black hair
Really: Moses Murkel
A part of: no criminal organization
Based out of: New York City, New York
Worked as: a criminal
Active during: the Bronze Age
Campaign Use
Brother Bola is a fairly balanced close and ranged
fighter, although only his gimmicks are ranged. He
works well as a solo villain in a solo or small-group
campaign, but against larger or more powerful
groups, he’s best used with other villains. Without
a strong personality in charge, he’ll naturally view
himself as the valued lieutenant to the mastermind
of the day. This leads to all sorts of fun roleplay that
smart heroes can take advantage of.
204 PG: TITLE:
DAVI JONES
Female, 23, 5’2”, 155 lbs., green eyes, blue hair, golden skin
Really: Davia Jennesherra with greater beings of power, and used what they
A part of: the Atlantean priesthood; servant of a learned from them to develop a ceremony where
hidden malevolent power each one could craft an object that could act as their
Based out of: the Atlantic Ocean, specifically the soul. They turned their attentions to building their
phantom islands that dot the ocean society, their culture, and their philosophies. Over
Worked as: a spiritual leader for her people time, their world drifted away from Earth and into
Active during: the Bronze Age its current state of intermittent co-existence.
Davia is the latest of her long lineage of priests,
Looks: Davia belongs to a human-looking race that and wields great influence among her people as a
most of the world call Atlanteans. Their actual name result. She is devoted to her strange gods, unknown
is a closely-guarded secret, one Davia never shared to the people of Earth. Trouble for her began when
as far as I know. Just barely over five feet tall, Davia her soul, held within a gem on her circlet of sacred
is slim despite her body being dense enough to resist station, was stolen. Someone or something terrible
deep sea pressures. Her skin is a burnished gold
color, her hair is a flowing light blue, and emerald
green eyes glitter in whatever light they can catch.
She always wears a circlet of platinum, with slivers
of the most beautiful gems as a symbol of her special
status, but at the brow is an empty gaping space,
also a symbol - of her servitude to a darker force.
now controlled her, and poisoned her against the most potent servitor is Leviathan, the primordial
“surface world” that was Earth. This shadowy being monstrous sea serpent that represents the very fury
convinced her that the United States was a particular of the seas.
enemy to her people. Its navy threatened the con- On top of that, Davi Jones is a priestess of her
tinued security of her lands, and its rulers sought people, who have granted her divine control of the
to plunder and destroy Davia’s people. He further ocean waters. She directs this divine energy through
strengthened his hold by renaming her Davi Jones the Worshipful Scepter. With the Scepter, she can
(unknown to her, a mockery of one of the Earth’s strike her foes with blasts of sea water, or bring a
great sea legends) then directed her to use her great powerful tidal wave crashing over them. She can
powers against America. use the power of the tidal forces to move objects at
And so she does. Davi Jones brings all her re- a distance, and can even fill an enemy’s lungs with
sources against the enemy of her people, as she sees water to drown them.
the U.S. Her magic, her minions, and the political
resources in her homeland have all been thrown On the other hand: Davia could be corrupted by
against the defenders of America as she battles to her station, and her belief in being the chosen rep-
save her way of life, and perhaps even get her soul resentative of her gods. She could be acting on her
back. own volition, and have come to the surface world in
order to gain allies and power she can use to con-
Psychology: Davi Jones is a cunning plotter, patient quer her homeland. This Davi Jones is much more
schemer and dangerous foe. She approaches her brutal and domineering, colder and power-hungry,
plots with grand strategies, filled with contingen- with none of the compassion and harmony lying
cies and resources to flank or ambush her foes. She below the surface. She is much more likely to ally
is ruthless when enacting her plans, with a cold and with other villains to accomplish even grander goals;
alien outlook on life when compared to “surface- she could even gather her own villainous team to
worlders.” Beneath this emotional battle armor help her reach her aims.
though, can be found a compassionate, caring wom-
an, devoted to making life better for her people. She
enjoys the peaceful union between body and mind,
Campaign Use
Davi Jones serves the roles of international con-
and tries to instruct followers in this philosophy.
queror, magical foe, and compelled/duped enemy all
Perceptive heroes may notice this, if they’re not too
wrapped up into one versatile and dangerous pack-
busy being washed out to sea by powerful tsunamis,
age. Atlantis and the ocean depths are evocative and
or bashed over the head by her Leviathan.
mysterious settings, and a villain from these sources
can be a lot of fun. Davi is a foe with some subtle
Known Abilities: Davi Jones has an array of powers
twists and tweaks. If the heroes can learn about her
and skills that makes her quite formidable. First, her
homeland (which has been left vague beyond the
body is built to withstand deep ocean pressures and
basic mechanics provided in the back-story so the
resist cold depths, and she can swim at tremendous
GM can tailor it as desired), and discover the truth
speeds. Her dense musculature makes her strong,
about her soul-stone, then they find a way to stop
able to lift nearly two tons, and resistant to injury.
a very powerful villainess for good. Well, as long as
Of course, she’s able to breathe in the air or in the
there’s nothing in the campaign that convinces her
water without any difficulties. But that’s just the
the shadowy being behind her (another element left
start.
open for GMs to tailor for their campaigns) is right.
From the natural fish in the oceans to more mysti-
cal and mythical water beasts and spirits, the crea-
tures of the sea will respond to her summons. Her
TITLE: PG: 207
SKILLS
Close Combat (Mace) 7 (+9), Expertise (Atlantean
History) 8 (+11), Expertise (Oratory) 9 (+12),
Expertise (Magic) 8 (+11), Insight 5 (+10), Percep-
tion 6 (+11), Persuasion 8 (+12), Ranged Combat
(Scepter) 5 (+9), Stealth 3 (+7), Treatment 3 (+6)
Motivations
Emotional Center: These Atlanteans were born soulless beings who realized that to create a culture, each
of them would need a spiritual center. These symbolic “hearts” are pieces of jewelry that adorn each person.
Davia’s has been captured, leaving her bound by this evil menace, and committed to the villainy she engages
in.
Faith: Davia is a priestess in the service of powerful beings that her people have chosen to venerate. She
channels her faith into power as a representation of these greater beings, and lives by their beliefs, which can
often affect how she approaches a situation.
Motivation—Revenge: Davia has been convinced by another lurking power that the United States and its
allies are ruining the world’s oceans, and to save her home, their naval power and seat of government must
be destroyed.
Abilities: Str 16, Sta 16, Agl 3, Dex 0, Fgt 0, Int -4, Awa 0, Pre 2
Defenses: Dodge -2, Parry 0, Fort 16, Tough 16, Will 3
Skills: Athletics 2 (+22), Intimidation 2 (+14)
Advantages: Accurate Attack, Fast Grab, Fearless
Powers: Massive Size, Growth 16 (Innate, Permanent); Dazzling Gaze, Affliction 8 (vs. Fortitude, Sense Im-
paired/Sense Disabled/Sense Unaware; Area-cone, Cumulative; Limited to visual senses); Destructive Hide,
reaction Weaken 4 (vs. Toughness; Affects only objects)
Offense: Initiative +3, Bite +0 (Damage 16)
Abilities: Str 4, Sta 3, Agl 4, Dex 2, Fgt 3, Int -2, Awa 2, Pre 0
Defense: Dodge 7, Parry 7, Fort 6, Tough 6, Will 4
Skills: Athletics 3 (+7), Close Combat (Unarmed) 6 (+9), Stealth 3 (+5)
Advantages: Chokehold, Improved Hold
Powers: Turtle Shell, Protection 3; Swift Swimmer, Swimming 5
Offense: Initiative +4, Unarmed +9 (Damage +4)
TITLE: PG: 209
Abilities: Str 6, Sta 8, Agl 5, Dex 0, Fgt 5, Int -2, Awa 0, Pre 1
Defense: Dodge 6, Parry 6, Fort 8, Tough 8, Will 4
Skills: Athletics 4 (+10), Close Combat (Unarmed) 4 (+9)
Advantages: Fast Grab, Improved Grab, Improved Hold, Move-by Action
Powers: Speed 4, Swimming 4
Offense: Initiative +5, Unarmed +9 (Damage +6)
An Ocean of Adventure
Davi Jones presents a chance for an ongoing mystery. Her background also offers groups adventure
opportunities “off-world” to an alien culture that still borders Earth, therefore potentially affecting their
own home (something that players might find lacking in other-dimensional or alien planet adventures).
Davi’s Atlantis has been left vague so the gamemaster can make its political and cultural intrigues
unique to the players’ campaign, and provide a multitude of ways for the mystery of Davi’s manipulator
to go. Starting things simply, Davi can be brought in as the standard Atlantean invader with a cause,
legitimate or not, against the heroes’ home country. As the group encounters her, and asks questions
about her motives, give them the chance to find their way to her Atlantean homeland, to learn their
culture and specifics. Most important, let them learn about the nature of their souls. Once they real-
ize Davi’s is missing, the focus of their adventures around her turns toward finding it and exposing the
person or persons controlling her. And Davi is not the only villain in this book with such an enigmatic
figure in their back-story; maybe they tie together in a grand conspiracy. Maybe they don’t. Maybe
when they return her soul-stone to her, Davi reveals that she’s not controlled...she’s just power-hungry.
Or if she is saved, it could be that her apprentice, or a rival priestess, or some other factor in Atlantis
isn’t so easily convinced. Saving Davia does not in the least remove Davi Jones as a threat to the “Sur-
face World.”
210 PG: TITLE:
DOCTOR DECEMBER
Male, 48, 5’6”, 185 lbs., blue eyes, white hair, frost-blue skin
Really: Tomas Egorovich Sokolov agenda, to topple the corrupt, dehumanizing USSR
A part of: no criminal organization and restore the grand Empire. In the process, he is
Based out of: Kiev, Russia forming a list of allies and enemies, ready to unleash
Worked as: a scientist the full power of Doctor December.
Active during: the Bronze Age
Known Abilities: Tomas Sokolov can generate a Doctor December has sunk a cryogenic device right
field of intense cold around himself that grants him in the middle of Russia’s prime fishing and trading
limited protection and immunity to aging, cold, routes. Now he’s killing the USSR’s economy, but
disease and poison. Despite this superhuman ability, he’s also caught a secret U.S. submarine monitoring
his most dangerous aspect is his scientific acumen— Russian communications. The heroes need to free
Doctor December is one of the greatest minds of the sub and destroy or disable December’s scheme,
any age, and is constantly making new discoveries or all without revealing these secrets to the Kremlin.
developing advanced devices. With these advance-
ments, heroes can never be sure what he’ll have
prepared for any particular scheme, making a show- Customization Notes
down with him a very unnerving prospect.
Campaign Use
Doctor December is the cold and calculating mad
scientist, a super-genius with two themes and a
few moderate powers to back that up. First, he’s an
anachronism, believing the glorious past is supe-
rior to the corrupted present. He’s also a master of
cryogenics with a self-given freezing field, and could
easily look to making an ice age that would enhance
his own prowess. This gives him a wide range of
plots to use against the heroes. He’ll prefer to use his
minions, armed with super-weapons, as the front
lines of his campaign, relying on escape routes and
protective field to get him away when things fall
apart.
212 PG: TITLE:
MARSHAL POWER
Male, 31, 6’4”, 260 lbs., green eyes, black hair
Really: Pavel Olegovich Belofsky his superiors hadn’t prepared for however; it seemed
A part of: the Soviet government that he got along with many of them. Despite
Based out of: Moscow, Russia philosophical differences, good people can work to-
Worked as: a policeman gether. Marshal Power accomplished every mission
Active during: the Bronze Age his government sent him on, but he’d return having
succeeded in his way, honorably, with his reputation
Looks: Marshal Power is a tall, muscled man in his stronger and without blood on his hands.
early thirties, with military-cut hair and determined
eyes. He moves with military discipline, stand-
ing ramrod straight at all times, often with hands
clasped at the small of his back. He is all business,
even when he’s supposed to be relaxing. He looks
like he has the weight of his country on his shoul-
ders. His red bodysuit is accented by yellow gloves
and boots. A yellow star is emblazoned on his chest
and the initials “CCP” run up each arm.
SKILLS COMPLICATIONS
Athletics 6 (+9), Close Combat (Unarmed) 5 (+10), Good-hearted: Marshal Power is one of the most
Expertise (Current Events) 6 (+8), Insight 7 (+11), dangerous agents of the Soviet Union, but he’s a
Investigation 6 (+8), Perception 5 (+9), Persuasion 7 good guy caught under bad people. He does what
(+10), Ranged Combat (Thrown) 6 (+10) he has to, but he’d prefer to be a true hero to the
world.
ADVANTAGES
Assessment, Benefit (Diplomatic Immunity), Close Motivation—Patriotism: Marshal Power believes
Attack 3, Connected, Defensive Roll 4, Improved in the inherent promise of the Communist system,
Disarm, Improved Trip, Improvised Weapon 3, Lan- and rights of the workers. He is fully aware of the
guage 1 (English; Native—Russian), Power Attack, corruption in his government, but all governments
Ranged Attack 2, Takedown, Teamwork, Ultimate need to be continually watched; bad apples do not
Resistance (Will), Well-informed change the fact that the proletariat has true promise.
He will do everything in his ability to show how the
Soviet Union can rise above public perception by
the West.
MIA
The General, The Captain, Looey, Sarges
Leader: The General Resources: MIA is financed through the General,
sometimes directly and other times through third-
History: MIA appeared at a vulnerable, cynical time party resources. They have access to most small
in America’s history, and took plenty of advantage arms, high-tech energy weapons and military-grade
through their criminal actions and recruitment of heavy weapons including machine guns, anti-tank
disenfranchised war veterans. The group was large rockets, and light armored vehicles. A typical squad
and mobile, well-armed and worse, well-organized, of MIA troopers is eight to thirteen members. MIA
and they took to the highways and byways of the groups are always considered fully equipped due to
country to make it pay for all its perceived sins. the General’s financing.
Despite many attempts to infiltrate the group,
nobody ever managed to learn much. The group was Legacy: MIA was not the first group to want to
led (and possibly financed) by a mysterious indi- overthrow the government but they were one of
vidual only known as the General. He was able to the first not led by a mad scientist, alien warlord or
equip the various MIA squads with military-grade criminal mastermind. While they professed a politi-
weaponry and vehicles. He provided the groups cal agenda, it lacked consistent direction. Whether
with their targets, and then they struck precisely in this was on purpose or due to a lack of vision might
guerilla raids, slipping away before response units never be known. What is known is that they were
could arrive. composed of disenfranchised citizens and they
The General and, later, the Captain were very embarked on a ruthless campaign of destruction and
good at recruiting bitter or traumatized vets, burned theft. Their organizational structure and tactics were
on a bad war, sometimes driven to crime and home- studied and copied by countless fringe groups and
lessness. They turned them to a cause that prom- terrorist organizations that would come to plague
ised the overthrow of the U.S. government and later eras. It would become much harder to break up
the installation of a new one. They were grouped these groups now that there was no central point of
into squads to protect the larger organization, and failure, and the real leaders took great pains to never
dispatched across all fifty states to enact their small endanger their identities or expose themselves to
schemes, each group believing they were moving unnecessary risk.
forward the larger agenda.
The real question is if a coup was ever really in the
General’s agenda. Given the man’s tactical genius,
surely he would know that destabilizing a democ-
racy would be extremely difficult, and a coup nearly
impossible with the small size of his followers. There
are theories that MIA was an early experiment by
the Franklins, (who would become more prominent
in the following era) designed from the beginning
to ultimately fail. Whether the General was merely a
patsy or in on the game is unknown.
TITLE: PG: 217
THE GENERAL
Male, in his 40s, 6’1”, 200 lbs., eyes unknown, hair unknown
Really: Unknown keeping secrets or they’re dead.
A part of: MIA He has really good connections and some seri-
Based out of: various secret locations ous capital of his own. The General is known to
Worked as: unknown supply the ordinarily ragtag MIA with weapons far
Active during: the Bronze Age advanced in comparison to local law enforcement,
and even ahead of the military. This alone makes
Looks: The General wears a full them a formidable danger and the
face mask and a blood red beret, General’s tactics make them even
leaving much of his appearance more of a threat. There’s no
a mystery. He prefers a mili- indication that he’s ever been
tary uniform, with a web belt caught, though there are
holding his futuristic-looking some reports he was killed (a
pistol, as well as a small box couple of different times),
that controls his defensive and he disappears by the
screen. Based on the few piec- end of the Bronze Age.
es of photographic evidence
that remain, the General
seems to be a man somewhere
in his forties.
THE CAPTAIN
Male, 32, 5’6”, 190 lbs., black eyes, brown hair
Really: Leon Wilkes Psychology: Leon Wilkes is a bitter, angry man
A part of: MIA with just a touch of battle psychosis. He has been
Based out of: various secret locations pushed too far by the lack of respect veterans have
Worked as: a soldier received in this period of time. The Captain is petty
Active during: the Bronze Age and vengeful, reserving his deepest ire for the peace-
niks and the government that ignored him.
Looks: Leon Wilkes is a man in his thirties, his
features disguised by a gas mask. Like others in Known Abilities: The Captain is a skilled battlefield
MIA, he has a military posture, keeping his black tactician. He is a world-class hand-to-hand combat-
hair in a crewcut, and an angry look on his face. His ant and lethal with a knife or a gun. While he might
whole posture is disciplined and barely containing not be up there with the elite assassin or wetworks
his anger. operator, the Captain is a dangerous man fueled by
rage. The fact that he has access to his own armored
Known History: Unlike the General, the Captain personnel carrier helps.
is a known entity. Captain Leon Wilkes served his
country faithfully as a tank commander during the
war only to return home shunned and hated by the
Campaign Use
The Captain is the battlefield commander of MIA
citizens he enlisted to protect. Even the government
and also its logistics officer. He organizes MIA’s
did nothing to honor him or the men they had sac-
movements, while ensuring they have the equip-
rificed. Capt. Wilkes tried to work his way back into
ment and supplies they need for the mission. If
society but soldiering was all he ever knew. He went
engaged in combat while inside the APC, Leon
from job to job, never happy with any of them and
will open fire with the machine gun turret. If not
leaving them shortly after he started.
mounted, the Captain uses his machine pistol’s
On his way to another in a long string of failed
multiattack ability at range, then his knife or heavy
job interviews, Leon was caught up in a protest. De-
pistol when his opponents close.
layed by the crowd, Leon finally snapped, attacking
them viciously until the cops could bear him down.
Leon would never see jail however, for the General Additional Members of MIA
had watched everything. Two dead police officers Beyond using standard Soldiers from the M&M
were left in their car, and Leon was whisked away to rulebook, you could also use a number of Looeys or
a new order. Sarges as presented on pages 222-223, respectively.
The General recruited Wilkes for his expertise
with armored vehicles and his field leadership abili-
ties. In exchange for his service, the General pro-
vides generous pay, weapons, a chance to lead men
again and the promise of making those who spit on
true heroes pay dearly.
TITLE: PG: 221
ADVANTAGES
Close Attack 4, Defensive Attack, Equipment 5,
Precise Attack 2 (Ranged Cover and Conceal),
Ranged Attack 3
ADVANTAGES
All-out Attack, Chokehold, Close Attack 3, De-
fensive Attack, Equipment 7, Fast Grab, Improved
Hold, Power Attack, Precise Attack 1 (Ranged
Cover), Ranged Attack 3, Teamwork
SPECIAL AGENT WORTHENMale, 31, 6’0”, 235 lbs., blue eyes, blond hair
Really: Lowell Scott Worthen III Lowell got a second chance some time later
A part of: the FBI though, when the handler behind Warmonger
Based out of: Washington, D.C. approached him with an enhanced version of the
Worked as: a special agent of the FBI original vitolite treatment that empowered Con-
Active during: the Bronze Age stable. Worthen could be a better super-agent:
stronger, more loyal to the Bureau, the truer patriot.
Looks: Here’s a big man, exactly six feet tall and It was a small price that he’d suffer Constable’s fate
over two hundred pounds of muscle, with what has when he grew older; it just proved Worthen’s greater
to be called “crisp-cut” blond hair, and blue eyes bravery and dedication. Special Agent Worthen
that seem much darker than that. He wears dark refused a costume, or a name. He felt that criminal
suits exclusively, no matter the situation he’s in. scum should fear the FBI, not masked vigilantes. A
business suit and agent title suited a proper defender
Known History: So the FBI ran a competition to of the country, and that’s what Worthen would be,
see which agent of theirs would get to put on the no matter what.
vitolite suit and become their representative on the
Torchbearers. It came down to just three candidates,
and this guy was one of them. When Greg Kirkland
used his connections to win the coveted role, it left
Agent Worthen fuming.
Lowell disappointed his father by entering some-
thing as common as the FBI. Boston blue-bloods
led society, not served it, but Lowell was a believer
in The Great American, J. Edgar Hoover. This was
the man who would keep America safe and strong,
and Lowell wanted to help. This didn’t sit well with
the prior two Lowells, and the agent was left to
build a new life without the family fortune.
Worthen stuck it out though, and became an ef-
fective Special Agent, if maybe too rigid, hard-nosed
and paranoid about the evil forces infiltrating the
United States. Hoover’s death encouraged Worthen
to pursue the contest to be the Bureau’s super-agent;
he was offended by the Justice Department offer-
ing to turn hippie scum like the Aquarians into the
government’s Torchbearers. He knew that Hoover
would want him to infiltrate these “heroes” and
expose the truth. Isolation from his family finally
struck its telling blow, when Kirkland’s family did
for Greg what Worthen’s refused to do for Lowell.
TITLE: PG: 225
Psychology: Lowell Worthen the Third is the old- deflecting, blocking and striking with equal ease.
est of three siblings, and the one expected to take
over the Worthen family prestige and lineage. He On the other hand: Special Agent Worthen could
sure doesn’t share their belief that he let them down. be the last hope of a hopelessly compromised
Just the opposite; by turning their backs on him, Bureau. When Hoover is murdered and his aide dis-
they showed their true colors. The FBI, Hoover graced, it’s up to Worthen to prove that the Aquar-
loyalists, and other staunch, upright agents are his ians are the force behind the conspiracy. Worthen
family. Self-centered, treacherous agents like Kirk- has no clue who they work for, but it’s obvious
land are his enemy as much as any other criminal that Agent Perlman and Alpha Agent are part of it.
or spy. Worthen is paranoid, anxious, and mean, Except for his own patron, Worthen can’t be sure
a swirl of dangerous passions that he barely keeps who he can trust, who is still on his side, in and out
tamped down in a mask of professionalism. It’s like of the Bureau. He’s a desperate man, but he can’t let
the suits he always wears are a jar lid; if it ever gets desperation override his sense of justice and honor.
loosened, watch out, world. It’s only getting worse If he fails to be faithful to what the Constitution
too, as the vitolite treatments work on his mind and and the American Dream stand for, then the con-
body. Eventually he’ll be dismissed from the FBI spiracy will have won. Okay, so he doesn’t seem to
for abuse of power and what will become known as change much from world to world.
stalking. Even after his dismissal, he’s Special Agent
Worthen, and he’ll save America with his God-given
righteousness.
Campaign Use
Special Agent Worthen is the cracked mirror of
Alpha Agent, and the tarnish on the mirror of Con-
Known Abilities: Special Agent Worthen is a
stable. Worthen’s the foe who does what the hero
trained FBI investigator, who excels in the physical
does, only a little better. He’s stronger, harder to
aspects of the job. Don’t dismiss his other skills out
hurt, and does more damage, and shares many other
of hand though, he knows what to do and how. He
skills and advantages. Worthen is the enemy who
was offered the vitolite treatments that empowered
can’t be beaten up and sent to prison. Not without
Constable back in the Golden Age, by a mysteri-
a lot of work, maybe by giving him too much rope
ous backer who promised that improvements to
and letting him hang himself. He’s an FBI agent,
the treatment would grant him greater powers than
and when he crosses paths with the heroes, he’s do-
Constable, and much greater than Alpha Agent’s
ing his job more often than not. Teaming up with
watered-down suit. I’m not sure if it was really
the heroes will be out of the question for Worthen,
refined, or just a line, but it’s likely his treatments
racing instead to see justice done.
just exposed him to greater quantities of vitolite,
not a better process. Regardless, when powered up,
He’s also the point man for whatever his mysterious
Worthen was very strong, able to lift 5 tons at a
backer is up to, and will often attempt to manipu-
time, incredibly durable, and able to heal quickly.
late the heroes into committing crimes so he can
His whole body was strengthened, allowing him
harass or arrest them. He’s a long-term annoyance,
to leap up to four hundred feet, and his eyesight
designed to be built up into a genuinely dangerous
and hearing were much more keen than a normal
threat and finally exposed. Then when he returns, it
person’s.
will be as a free-lance agent, possibly more danger-
In case Worthen couldn’t hit you hard enough, he
ous now that he’s desperate and without his chosen
was also given a special riot baton, which he could
family, the FBI.
ionize. It could act like a stun gun, continuing to
damage a person a few seconds after impact. He
developed a simple, effective fighting style with it,
226 PG: TITLE:
VOX POPULI
Male, 29, 5’7” (8’5”), 155 lbs. (650 lbs.), blue eyes, brown hair
Really: Vincent Madden sweeping the nation’s youth. Vinnie discovered that
A part of: no criminal organization he got not only an emotional rush from this but
Based out of: Washington D.C. a physical one as well. Vinnie slowly developed a
Worked as: a professional orator; before that, he newfound strength, and used it to block attempts
held various odd jobs to break these protests up. Things were going great
Active during: the Bronze Age until Raul was murdered by a bystander angered at
his rhetoric. Vinnie swore to spread Raul’s message,
Looks: Vox Populi’s face is weathered and angular, the way Raul delivered it to the masses. He trained
he looks underfed despite being in good condition, himself to speak, his speeches packing punch that
his brown hair is stringy and his watery blue eyes reverberated and made Vinnie stronger than ever.
are darkly circled. The strength of his voice and his Without his moral compass though, Vinnie met a
carriage make him a charismatic presence. He wears new friend who helped him learn to appreciate the
baggy older clothes for those times he swells with monetary value of his help. He started small, asking
the power of his mobs. for food and lodging; but gradually this turned into
genuine fees, greater and greater amounts of money.
Known History: Vinnie was not born with his un- Now he’s a microphone-
natural glibness; in fact he suffered from severe for-hire, worth every
stuttering and shyness. Young Vincent grew penny.
up without a father figure, if his hardly
June Cleaver-esque mother ever knew
him. Arrest records reveal her habitual
drinking, leading to prostitution, and
drunk and disorderly arrests.
His mother passed away while
Vincent was in high school and his
life spun out of control. He quickly
squandered what little money had
been left to him on drink and drugs. Vincent
would have probably have wound up dead in
a gutter if he hadn’t run into Raul Famosa, a
political dissident and heavy pot user. Raul
indoctrinated the listless Vincent into the
radical life and showed him the introspec-
tion of an acid high. This expansion of his
consciousness may have activated his latent
powers but nobody knows for sure.
Raul and Vincent became an inseparable duo
as they hitchhiked across the country, feed-
ing the anti-war and free love movements
228 PG: TITLE:
Psychology: Vincent has become a bully. He revels cowardice gives him a vital weakness for the heroes
in the power his words grant him, but if things start to exploit if they find themselves unable to penetrate
going against him, that early repressed instinct from his protective mob “environment.” He can be an
his youth comes back with a vengeance. In spite of interesting foil for a player who likes the inspiring
his hang-ups, Vincent still believes in the American speaker character, bringing Interaction skill duels
Dream... one achieved through stepping over your front and center. If engaged in combat, Vox Populi
own (worthless) mother to get it, but it’s a belief will prefer to remain in the middle of his mob,
nevertheless. where his senses are keenest, the heroes are forced
to move slowly, and plenty of normals can force the
Known Abilities: Vox Populi’s powers draw from group to be more cautious. He’ll use his Environ-
the crowds his potent voice can hold in thrall. As mental Adaptation to take quick potshots with his
he grabs the attention and fervor of more people, great strength, and then retreat. He’ll run the second
he grows larger by several inches and pounds, and he senses the tide turning against his mob.
develops greater levels of strength and stamina. The
crowds do need to understand his words, and he has
no superhuman ability to sway their beliefs, but he
Adventure Seeds
Anti-war protesters have staged a major rally at an
is an incredibly skilled public speaker. Vox Populi
arms manufacturer, gathering the funds to hire Vox
has also come up with a fighting style geared to his
Populi. What they don’t realize is that Vox is already
favorite environment, the protest, wielding a num-
on someone’s payroll: a rival of the manufacturing
ber of improvised weapons with skill. (Game note:
company wants to use the riot as cover to conduct
Vox Populi needs to spend time speaking and agitat-
corporate espionage. Even Vox is being played, be-
ing in order to make his Persuasion roll. The results
cause the infiltrator intends to set off the plant and
of the Persuasion roll do not determine his ranks
blame the rally(a good place to use Brother Bola;
of effect, but the number of protesters according to
maybe MIA want their prototypes; Plutonium Man
his chart. He can spend a Standard Action making
and Operative F might be against their radioactive
another Persuasion check and add to the results, up
weapons experiments). Can the heroes uncover all
to a maximum of 35 affected people and maximum
these threads? Will cowardly Vox Populi do the right
power. Three rounds of Routine Persuasion checks
thing and save his mob if he learns the truth? What
with Skill Mastery will grant him full power.)
is the manufacturer hiding inside the walls of the
plant?
On the other hand: Vox Populi could be an even
greater sell-out, cynically manipulating various
Vox Populi has been hired to perform a very differ-
causes to earn the greatest amount of payday. Even
ent kind of riot: a prison break! Someone has helped
competing causes could bring him out with enough
him infiltrate a maximum security prison and now
cash. More frightening, this Vox Populi discovers
the clock is ticking for the heroes to find and expose
that if two of these competing causes violently clash,
him before he can start the action!
he can unlock greater size and strength, maybe even
other powers that fuel him to greater heights of
depravity and financial restitution.
Campaign Use
Vox Populi is a different take on a brick combined
with a twist on the radical dissident. This guy does
it for money, even if he believes in the cause. His
TITLE: PG: 229
MINIONS
Sean O’Connor (PL 0/28 pts)
Sean is Vox Populi’s secret weapon. A yellow journalist out to take advantage of his colleague’s oratory and
powers, Sean slowly turned Vincent into the mercenary he’s become. Sean will go into an area in advance,
find what matters to the disaffected and rally them with promises of a champion. When the crowds-to-be
are primed, he steps aside and lets Vox Populi get to work, all the while collecting the fee and heading to the
next location. Use the Reporter entry for his stats.
WARMONGER
Male, 27, 5’8”, 195 lbs., black eyes, red hair
Really: Walter Munger He barely escaped exposure by the Aquarians in
A part of: the U.S. Department of Justice the adventure that first brought the team together,
Based out of: Washington, D.C. and would be pitted against them repeatedly, often
Worked as: an undercover agent with Special Agent Worthen as an ally. Eventually,
Active during: the Bronze Age a master plan was concocted to destroy the Aquar-
ians, framing their most controversial member for
Looks: This is a tough one, because that’s what he murder. Worthen’s superiors were growing nervous
can do. He can look like anyone. Seriously, does about Warmonger’s loose-cannon nature, so when
even he know what he looked like to start anymore? the trigger was pulled on the plan, it was Warmon-
For that fact, does he ever bother to put the old ger’s murder that would send Hammer to prison.
face back on? He does tend to settle on red hair and
black eyes, average height for a guy in his late twen-
ties.
Psychology: Warmonger is a tool, and he just might without any warning. Despite his lack of the Min-
know it. He’s not ambitious, and never learned to ions advantage, he should be considered to have a
do anything greater with his impressive powers than large group of standard minions to use. Since he
causing random mayhem. Later it becomes directed can only use whoever’s available, codifying them is
mayhem, but directed by other forces, for their unnecessary.
agendas. He has no politics, no causes, and no real
purpose except having a nice place to live and good
food to eat. He enjoys using his power, likes the
Adventure Seeds
The danger of every undercover agent: falling for the
rush it gives him, but beyond that, he’s a blank slate
infiltrated group. For what might be the first time in
emotionally as well.
his life, Warmonger has made an emotional con-
nection to a lovely young woman dedicated to the
Known Abilities: Warmonger is able to change his
cause at hand. But his mission is soon to end, and
appearance to resemble any other person. He can
he’s feeling the pressure to drive them over the edge
shift his features to either disguise himself as another
and into the FBI’s arms. He can’t hurt this person
person, or build a whole new face. His only limit
though, so what can he do? Can he find a way to
is his mass, which remains about the same. He is
alert the heroes, to save her, without blowing his
able to take mental control of a crowd of people in
own mission?
a sixty foot radius. He needs at least a dozen people
to seize power over the “mob mentality” and make it
The heroes are on the hunt for Warmonger, who’s
carry out whatever he desires. This lasts as long as he
taken refuge in a passing parade. Things can get
can focus on them, and as long as the mob can hear
really ugly now, with hundreds of people for War-
him.
monger to manipulate in different ways. Worse still,
Aside from his powers, he’s a master of deception,
the heroes have loved ones, either in the parade or
with a solid understanding of sociology that he uses
in the crowd. Now they have to save them, stop the
for manipulating his crowds.
crowd without hurting them, and catch a man who
could be anyone in the mass of people!
On the other hand: Warmonger has a power that
many would kill for, and there are many branches
of history where the full implications of his power Customization Notes
set him on a course of conquest. By keeping large
groups around him in his thrall, he could become
a terrifying force, with brainwashed minions ready
and eager to kill or be killed as he needs.
Campaign Use
Warmonger is a mystery threat, a rather easy villain
to defeat when exposed, but hard to root out. First,
the heroes have to learn that one of the people in
the area isn’t who he pretends to be. Then they can
begin to figure out if it’s Warmonger, and determine
his current scheme. He’s careful about his decep-
tions and keeps his Washington connections closely
guarded. So if the heroes can even get their hands
on him, they’ll be stunned to learn he’s out so soon
TITLE: PG: 233
Equipment Defense
20 equipment points for weapons and vehicles as Dodge 10 Fortitude 8
needed Parry 10 Toughness 10/6
Will 6
SKILLS
Athletics 5 (+8), Close Combat (Club) 8 (+11), COMPLICATIONS
Deception 10 (+14), Expertise (Psychology) 7 (+8), Lacking: Warmonger is lacking in ambition and
Expertise (Sociology) 7 (+8), Insight 5 (+6), Investi- emotional connection. It’s not that he doesn’t
gation 4 (+5), Perception 5 (+6), Persuasion 6 (+10), understand or feel emotions, they’re just not an
Ranged Combat (Guns) 5 (+9), Stealth 6 (+10) important part of his life. This makes it hard to
connect with other people, or to maintain focus on
ADVANTAGES a project.
All-out Attack, Benefit (Government Agent), Close
Attack 2, Connected, Contacts, Defensive Attack, Motivation—Thrills: Warmonger does what he
Defensive Roll 4, Equipment 4, Improved Dis- does because he can, and it gives him a surge of
arm, Inspire, Power Attack, Ranged Attack 2, Skill power to bend people to his will. That such gifts
Mastery (Deception), Ultimate Skill (Deception), can provide a decent lifestyle with little work is even
Well-informed better.
MINIONS
While lacking specialized Minions, Warmonger
often recruits normal criminals to help him set up a
target, enact a plan needing multiple people, and to
instigate crowds that he needs for his powers
WOLFHEART
Male, 37, 5’11”, 185 lbs., blue eyes, black hair
Really: Jason Walker of one tribe or another and that they killed settlers
A part of: no organized groups or teams, but ran his in the TV and movies. He was far more interested
own cells of terrorists in making use of his exotic looks to get dates. After
Based out of: Tempe, Arizona school, Jason went to work for his father’s construc-
Worked as: a construction worker tion company expecting a cushy job, and was sorely
Active during: the Bronze Age disappointed. Walker Senior believed in working up
from the bottom. Jason resented it at first but then
Looks: Jason is an American Indian man in his late the women started to notice his hardening body and
thirties. He wears stereotypical costuming for “his he quickly volunteered for the physical work.
people”: Buckskin pants, war-paint on a bare chest, This all came to an end when the draft caught up
headband and feathers in his hair, the whole deal. with him. Jason wanted nothing to do with being
Jason wears a small winged mask over his eyes and shipped thousands of miles from home to shoot
at all times a sneer on his face, framed by straight at people he didn’t know. His father was a patriot
black hair. He is muscled but lean with a chiseled though, and insisted that Jason report for training.
physique (he is, after all, bare-chested and the ladies
are looking).
Jason ran to Canada instead, wandering a country forms can give him. By becoming a “man-raven,”
that wasn’t his home, and trying to start a life of he flies and sees better than human. By becom-
his own without all the comforts of Dad’s success. ing a “bison-man,” his skin becomes tougher and
He tried to worm his way into the reservations and his body far stronger. He decides what abilities he
tribal lands of the north (after all, in his mind, “all derives from these shapes, and they don’t have to
us Indians look the same”), but they weren’t fooled remain consistent. If he needs a bison’s horns and
for long. He did start learning some of their history speed instead of its strength, he can do that. The
and myths. key limits are only his knowledge of various ani-
When Jason finally returned to the States at the mals, that he maintains a humanoid shape, and that
war’s end, his father had disowned him. His govern- the abilities are found in nature. Wolfheart is also
ment continued to hunt him down for draft dodg- knowledgeable about magic in general, and skilled
ing. His people saw through his fakery and deceit. enough to read or create rituals that generate mysti-
He’d never really connected to people anyway, just cal effects. However, his lack of faith, his bitterness,
liked using them for his own comfort. He let his and his eclectic knowledge limit his overall power.
hatred consume him, and looked for ways to spread Aside from his magical prowess, Wolfheart is a
it. During this period, he built up a network of cunning, good-looking con artist, well-practiced
similarly disillusioned young Native Americans, at using people’s desires against them. He is also a
and stumbled into his own vision quest. He walked skilled, self-trained demolitions expert.
back out from being lost in the desert with an
understanding of the magical world. How and why On the other hand: there are worlds where Wolf-
remained a mystery, one Jason never talked about, heart was brought up by a father much more in-
but it helped him to make his case against the vested in his cultural legacy. This Jason Lone Walker
“White Man,” and claim to be a powerful shaman learned at an earlier age about the grandeur of the
of the First People come for revenge. It gave Jason local tribal history, and a more general account of
all the power, influence and excuse he needed to do the First Peoples overall. He came back from his
what he really crusaded for: blowing things up and vision quest and dedicated his magical skill and
hurting people. newfound gifts to the advancement of the Ameri-
can Indian cause. He’s a hero to his people in some
Psychology: Jason Walker is a man who banks on worlds, and offering his powers to the betterment of
his persecution complex. He willingly plays up the all. He battles villains and defends against disasters,
injustices and prejudices against his people but only both for his tribe, his nation and for all the citizens
so far as to mask his own rage. Jason is an irratio- of the United States, in that order. He’s a valued
nally angry man above and beyond everything else. ally of the Torchbearers, often consulted when the
He enjoys the mayhem, pain and misery his actions region is threatened.
cause. The rhetoric of injustice and the sympathy he But he could become more bloodthirsty. A Wolf-
gets for it are the tools that can get him farther in heart with a true cause firing up his hatred could
his campaign of bloodshed and carnage, and help be an even scarier foe. With a crusade to fight,
him escape retribution. He has no compunction this Wolfheart would have reasons to enhance his
about using his believers, discarding them to keep abilities, to learn new and greater ways to wield the
himself safe. natural world against the hated U.S. This Wolfheart
would learn to command the animals as his army,
Known Abilities: Wolfheart is a magician, using a to expand his range of shapeshifting, and perhaps
kind of sorcery akin to the “skin-walking” of Ameri- grant bestial shapes to his followers as well. Instead
can Indian legends to grant himself “man-animal” of a dangerous antisocial foe, he becomes a threat
shapes, taking advantage of the abilities that bestial of titanic proportions. [This Wolfheart should have
236 PG: TITLE:
Summon Animals to call forth ravens, coyotes, able to take on even more bestial shapes? Can a
eagles, hawks and similar animals important to Na- rampaging fire-breathing lizard-man Wolfheart be
tive American cultures. He could even bring forth out of the question?
the spirits to help him, such as Thunderbird and
others. Give him a second Manitou Mimicry power Wolfheart manages to bite a visiting dignitary with
as above, but add the Affects Others Only extra to snake fangs filled with a venomous cocktail. He
grant bestial shapes to his followers, providing him promises to deliver the anti-venom in exchange for
with powerful minions to fight a larger group on his the release of several American Indian “prisoners of
own. Finally, increasing his Expertise (Magic) makes war” and two million dollars. He has no plans to do
his Ritualist advantage even more useful.] anything of the sort even though he has the anti-
dote. The heroes need to find Wolfheart and retrieve
the antidote, while trying to figure out what the
Campaign Use villain’s real scheme is.
Wolfheart is a terrorist without a cause, a dan-
gerous, angry young man who can misdirect the
heroes on his first appearance. What appears to be Customization Notes
a crusader for the Native American plight turning
out to be just a bully can make for a change of pace
in a period of causes, rallies and civil rights clashes.
When he makes return attacks on the heroes, they
know the truth, and the priority becomes convinc-
ing his fooled minions that Wolfheart doesn’t care
about them. With judicious use of his power, he
can be a tough one-on-one fight, and a versatile
opponent with a wide array of abilities. He’s a great
choice for the occasional super-villain teams, that
versatility giving such a grouping a decent edge
against hero teams that are familiar with their foes.
Finally, he offers a final trick; he seems like he could
be a sympathetic character, someone the heroes
could reach, to try and reform. He’s not, he’s just
a man who likes to hurt people, but he’s also a con
artist, and using this against the heroes can make
for some fun role-play as they decide to trust him or
not.
Adventure Seeds
Wolfheart plans on derailing and robbing a U.S.
Army convoy he believes carries payroll. He and his
gang will attack while the convoy (truck or train
as the GM prefers) passes through a town, using
surprise and bystanders to their advantage. They
remain unaware of a secret cargo of radioactive
isotopes actually being carried. If the isotopes are
exposed, are the heroes ready to handle a Wolfheart
TITLE: PG: 237
SKILLS Defense
Athletics 6 (+10), Deception 8 (+10), Expertise Dodge 10 Fortitude 10
(Magic) 8 (+9), Insight 5 (+11), Investigation 5 Parry 10 Toughness 10/6
(+6), Perception 6 (+12), Persuasion 4 (+6), Ranged 10
Will
Combat (Guns) 6 (+8), Stealth 8 (+11), Technology
8 (+9) COMPLICATIONS
Motivation—Anger: Wolfheart engages in his
ADVANTAGES terrorist activities out of a sense of rage and anger,
All-out Attack, Close Attack 4, Defensive Roll 4, but not for any real cause. Instead, he enjoys taking
Favored Environment (Deserts), Improved Defense, his anger out on people and entities because they’re
Power Attack, Ranged Attack 2, Ritualist, Skill Mas- there.
tery (Demolitions), Ultimate Skill (Magic)
Plastic Shaman: Despite the fact that this phrase
will not come into vogue for a couple of decades,
Wolfheart is absolutely one. He is no medicine man
or shaman; he has an array of magical knowledge he
uses to pretend, but it’s all fake. He has no real care
for American Indian cultures, using them as a con
to win sympathizers unaware of the truth.
Heroes of the time were given greater powers, all the better for causing collateral
damage in their “widescreen blockbuster” fight scenes. Deus ex Historica goes with
this general trend by making the noteworthy super-group of the Iron Age chapter
PL 12/180 points. They’re all powerful, and most of their powers are potent varied
attacks, able to inflict great damage on their enemies and the landscape. Character
construction gets a little more complex as well, as powers start to receive more twists
to differentiate characters from similar archetypes of earlier ages.
TITLE: PG: 239
T.E.A.M. FORCE
(Tactical Espionage and Metahuman Force)
Roster: Barb, Bloodshot, Cyber-Commando, Flash- Resources: T.E.A.M. Force is based out of a head-
fire, No. 1 Gun quarters at Fort Dix, New Jersey. Thanks to their
close ties with the military, a lot of equipment is
History: As supporters of the independent-minded available to them on the taxpayer’s dime. All mem-
Torchbearers moved on to other things or retired, bers of T.E.A.M. Force have access to any of the
the government chose to sever their ties with the vehicles, weapons and support services available at
Torchbearers and form a super-hero team under the Fort.
their direct control. They turned to an old hand,
Lieutenant General John “Jet” Whitehorse, who was T.E.A.M. Base (19 pts)
days from retiring. His retirement was held up and Size Huge, Toughness 16
he was handed control of the project, the Tactical Features: Combat Simulator, Communications, Com-
puter, Gym, Hangar, Infirmary, Living Space, Personnel,
Espionage and Metahuman Force. Power System, Security System, Workshop
He was given the Cyber-Commando and No. 1
Gun for initial recruits, and they rescued a Cuban Thunderboomer (39 pts)
political refugee. Secretly blackmailed by INS, she Size Gargantuan, Strength 12, Speed 10 (2000 mph),
“volunteered” for the Force as Flashfire. Whitehorse Toughness 16, Defense 0
then uncovered a secret behind the team’s first foes, Features: Navigation System, Cloaking Device (radar),
Blood Lily and her dominatrix Barb: Barb was the Sustained Armor 5, Air-to-Air Missiles (Ranged damage
11, Burst area 8, Homing 6)
animated form of Jenny Jackson. He put everything
on the line to break her free of Lily’s control, then
Strato-Steed (Alternate vehicle, 1 pt)
offered her a chance to atone on his team. Eventu- Size Large, Strength 6, Speed 6 (120 mph), Toughness 7,
ally, Bloodshot would join the group during a con- Defense 0
frontation with Army B.R.A.T and Wardog. Features: Remote Control, Machine gun (ranged multiat-
Government PR informed the public that TEAM tack damage 6)
Force would be “justice the way the American
people want it,” but people quickly saw a distinction Total Points = 59, Equipment 12
between law enforcement and the military. TEAM
Force was raw power, while the police gave priority Legacy: Some believe T.E.A.M. Force’s legacy is the
to ensuring public safety. Collateral damage and by- object lesson of government interference in superhe-
stander casualties were a given anytime the TEAM roes, trying to use dangerous psychotics on a short
was called in to deal with villains. leash. Superheroes have always been about doing
The team never gelled. The hard-core nature of the right thing even when it means pain and sacri-
their actions repulsed more of the public. Pragmatic fice, but T.E.A.M. Force’s failed heroes were just as
members like No. 1 Gun and vicious members like violent and bloodthirsty as the villains. After this
Bloodshot collided with the more high-minded public relations black eye, there hasn’t been another
Flashfire and General Whitehorse. Eventually, the public attempt, and it’s unlikely there would be
group would implode when Whitehorse learned given the bad taste left in many people’s mouths.
the truth about Flashfire. He retired and revealed it,
leading to the project’s shutdown.
240 PG: TITLE:
Barb
Female, 45 at time of death; 5’8”, 165 lbs., black hair, red eyes
Really: Jennifer Jackson of the sorceress’s control. She was horrified by what
A part of: T.E.A.M. Force Lilian had done to her. Poor Jenny briefly went ber-
Based out of: Langley, Virginia serk, and totaled Lilian’s base of operations. When
Worked as: a superhuman government agent she recovered her senses, she ran off into the night,
Active during: the Iron Age alone and very much lost. Eventually she came into
contact with General Whitehorse, who offered her a
Looks: Poor Jenny has never looked hotter, which place in his new organization, doing what she used
is disturbing considering how she has come to exist. to do so well. With no legal existence, and refusing
At five-eight, she’s an inch taller than she used to to go to her family in this state, she accepted. She
be, and her muscle tone is more defined than ever. became Barb, and changed everything about herself.
Raven-black hair flows down to the small of her Jenny Jackson was still dead, and there was no way
back, and her fiery red eyes always look angry. Her she would give Blood Lily the satisfaction of defiling
skin is pale and smooth, in stark contrast to the what Spring-heeled Jill had built up. Villains of the
dark red costume she wears. Perhaps her most strik- world would learn to fear Barb.
ing feature is the lengths of barbed chain that orbit
her constantly. They’re scary, with flickering hellfire
and reddish glints on the black links.
Psychology: Jenny has changed since her death, and Barb and Metal Rain, Blood Lily has an easier time
really, who can blame her? Barb is now a sullen in- accomplishing her aims, while letting the truth of
trovert, who prefers to be alone when not on a mis- Barb’s history out to the world. This Barb is stained
sion. There’s a mean streak just beneath the alabaster in blood and darkness, and it’s a sad, sad state of
skin. She enjoys hurting criminals, and hearing vil- affairs for a once-great heroine.
lains beg for mercy. She is devoted to hunting down Then again, there’s another branch that has Barb
drug dealers and pushers, and she feels one who escaping Lily’s control, but in the process, her rage
killed her is still out there. She doesn’t know where; kills Blood Lily. Again stained by blood and dark-
no one does. Angeldust hasn’t been seen in years ness, this Barb never manages to escape the evil that
now, and some people wonder if he’s even alive. She Lily planted in her reanimation. She never joins any
knows he is, because if he were dead, she’d have seen other heroes, instead becoming a dangerous, vicious
him in the afterlife. She trains relentlessly when not menace, eager to battle the forces of good in the
on the field. Here, all those pent-up frustrations and hopes that maybe someone, somewhere can free her
painful turmoil bubble out of her. The real Jenny, from her monstrous existence.
the sweet big sister, the caring mother figure, the
smiling adventuress, lies somewhere in there still. It
will just take a lot to reach.
Campaign Use
Barb is a versatile, mobile attacker, with a number
of unique combat powers to bring to a battle. She’s
Known Abilities: Barb is an undead being. I’ve
also tough to take down, and impossible to keep
heard some technical terms for her current state, the
down thanks to her Immortality. In combat, she
main one being revenant. Whatever she is, her body
brings a multitude of attacks, and with Hero Points
is very durable. She can lift a thousand pounds with
and Extra Effort, her variety becomes nearly limit-
her enhanced strength, and her stamina and dura-
less.
bility are superhuman. She no longer ages, being
Barb is a tragic hero. Her past life was one of glory
dead and all, nor does she need to breathe, sleep, or
and excitement, a life well lived. Now she’s undead,
eat like living people. Her body doesn’t even know
her skin cold, her body turned into a weapon, all in
how to stay down when it seems she should be dead.
an attempt to gain some sick posthumous revenge
Within a day or so, she’ll be back up and ready for
on her legacy. Needless to say, there are plenty of
more action.
opportunities for players to have fun avoiding her
She is circled by a number of chains, black links,
family and elements of her past, seeking revenge
flickering tongues of fire and little rough barbs in
on her killer and creator, and avoiding making new
endless orbits around her body. She can direct these
bonds with her teammates. In other words, angst
chains for a variety of attacks. Aside from normal
and woe on an Iron Age scale.
lashing damage, she can paralyze a person’s body, or
strike at the soul to incapacitate someone. She can
even lash out with a chain that strikes a person “out Adventure Seed
of phase,” forcing intangible targets into a tangible Blood Lily has decided she needs to correct her
state. With a spin of her body and chains, she can biggest mistake, and has a new scheme to take out
cause a tornado that sweeps the area immediately Barb. This time it involves reanimating the Van-
around her. guard of America and sending Jenny’s former team-
mates to drag her back into the afterlife. Barb has to
On the other hand: it’s not impossible for Blood face a choice: take the chance to at last rest in peace,
Lily to be more cautious in how she casts her reani- or fight against it to save her former allies!
mation ritual. In this branch, Barb remains at Lily’s
side, and makes a very dangerous minion. Between
242 PG: TITLE:
Equipment Will 10
2 ranks of Team Equipment
COMPLICATIONS
SKILLS Chains: Barb is always circled by the chains that
Acrobatics 5 (+10), Athletics 4 (+9), Close Combat provide her name. She can wrap them up to hide
(Chains) 3 (+10), Deception 2 (+5/+7 with At- them beneath her clothing with a sustained action,
tractive), Expertise (Occult) 5 (+5), Intimidation 7 but loss of concentration will let them lash back out
(+10), Perception 5 (+10), Persuasion 4 (+7/+9 with into their orbits, two to three feet away.
Attractive), Stealth 5 (+10)
Enemies: Barb has two particular foes she hunts as
ADVANTAGES relentlessly as she can. The first is Angeldust, who
All-Out Attack, Assessment, Attractive 1, Benefit 2 murdered her years ago. The second is Blood Lily,
(Legally deceased; Government agent), Close Attack who raised her from death and attempted to control
2, Diehard, Equipment 2, Favored Foe (spellcast- her to do evil.
ers), Fearless, Improved Smash, Improved Trip,
Startle, Takedown 1 Motivation—Vengeance: She desires brutal re-
venge on those villains who escape the law to harm
the innocent, especially betrayers.
BLOODSHOT
Male, 36, 6’2”, 185 lbs., red eyes, blond hair
Really: Karl Logan What happened to Bloodshot after the TEAM’s
A part of: T.E.A.M. Force disbanding is a mystery. He was never cured as far
Based out of: Fort Dix, New Jersey as anyone knows, but he dropped off the grid. Some
Worked as: a mercenary say he’s still under government contract as an assas-
Active during: the Iron Age sin, others claim he was secretly killed. A few think
that the real vampires got to him, whatever that
Looks: Bloodshot is a strange mix of stereotypical might mean.
vampire and more stereotypical soldier-of-fortune.
He has pale skin and mean red eyes, with short slick
black hair. He’s good-looking in that dangerous sort
of way, with fluid, superhuman movements. Layered
over this is the camo suit and flak jacket he tends to
wear on the field, the hefty gun in his hands,
and gleaming fangs when he smiles.
CYBER-COMMANDO
Male, physically 21 (chronologically 18 months), 5’9”, 235 lbs., blue Eyes, blond hair
Really: Cole Haynes using him in urban combat was like using a bazooka
A part of: T.E.A.M. Force on a fly, massive carnage for a precision problem.
Based out of: Fort Dix, New Jersey Still, Whitehorse did what he could with what
Worked as: a soldier he was given, which is the story of both their lives.
Active during: the Iron Age Cole did the best with his circumstances, even if he
didn’t understand the problems he caused. He wasn’t
Looks: Cole Haynes has the same physical traits as bad, just ill-prepared for life without violence.
the man he was cloned from, but more muscular.
He is younger, having been matured to “early twen-
ties” while in the tank. His right eye is covered with
a green-lensed scope attached to his face. His other
eye is just red. His left arm is pure cybernetics and
his normal arm carries a drum-fed automatic
shotgun.
On the other hand: Cole could have enjoyed the Additional Equipment
taste of violence on his first outing and refused to Bandolier, 16 pt. array
stop. Grabbing up all the ammo he could acquire, Grenade Launcher, ranged Damage 5 (area-burst)
he stormed off the base and into the great wide Sleep gas, ranged Sleep 4 (area-cloud)
world to indulge this bloodlust. This Cyber-Com- Smokescreen, ranged Concealment (Visual, attack,
area-cloud)
mando has become the leading soldier-of-fortune
Flash-bang, ranged Dazzle 4 (Visual, area-burst)
around the world, called in when an expert in car- Heavy Pistol, ranged Damage 4
nage is needed, and has added another taint to the Machine Pistol, ranged Damage 3 (multiattack)
U.S. government that armed and then lost him. Combat Knife, Damage 2 (critical 19-20)
248 PG: TITLE:
FLASHFIRE
Female, 22, 5’4”, 145 lbs., bright green eyes, black hair
Really: Teresa Mendez nearly as much as her almost-husband. She spends
A part of: T.E.A.M. Force her private time quietly trying to find a way out of
Based out of: Fort Dix, New Jersey her situation, too afraid to reveal the truth to any of
Worked as: a government-sponsored superhero her teammates. Her upbringing has made her para-
Active during: the Iron Age noid about who she can trust. Her only consolation
is the chance to use her powers for good, and do her
Looks: Flashfire is a young woman of Cuban de- best to steer the others in that direction as well.
scent in her late teens. Her hair is black and cropped
at the shoulders. She’s pretty, with mocha-colored
eyes and button nose. She’s petite, almost disap-
pearing amid her huge teammates. She wears black
gloves over a skintight orange bodysuit (that em-
barrasses her), with black boots and a black collar
around her neck. A yellow and red flame pattern is
on the tips of her boots.
Psychology: Flashfire is a meek, scared young her undead shell. Flashfire offers plenty of politics
powerhouse caught between a violent rock and a and intrigue, as well as a throwback to more classic
very hard place. She puts up a brave front and most four-color superheroes.
people believe she has a classic “Latina temper,” only In combat, Flashfire stays above the battlefield and
flaring when the pressures have overwhelmed her provides long-range cover. Her variety of flame-
momentarily. Flashfire just wants out. She has been based attacks can become even greater with applica-
manipulated and controlled her entire life, and now tions of extra effort and hero points. More impor-
believes the “land of the free” has turned out to be tantly, she’s the character likely to help those caught
another sham. She’s still a sweet girl though, and de- in the battle get to safety, and the adorable public
vout. Her faith is the reason she’s kept going, know- face of the team.
ing she’s doing good in the eyes of her Lord. She
also sees parallels with Barb and the general. Maybe
someday, she might grow to trust them enough to
Adventure Seeds
A foreign agent is nosing around Flashfire’s dos-
ask for their help.
sier, clearly interested in learning her background.
What’s he up to? Is he working for the Cubans and
Known Abilities: As her name implies, Flashfire
trying to find a way to embarrass the States? Or is
has flame-based powers, able to wrap herself up in
there some other, equally sinister purpose at work?
a protective sheath of superheated plasma that lets
Is he in the employ of someone who knows the
her fly (her favorite ability). She can also launch a
truth of where she got her powers? The heroes have
variety of attacks; streams of fire; a spray of small
to follow a twisted trail of intrigue and shadow,
flaming spheres; a large explosive ball of flame; or
taking many of the group out of their comfort zone
even a “cleansing inferno sea” that lasts as long as
and across the globe for the truth.
she can focus on it.
Flashfire is being targeted by a persuasive church
On the other hand: Teresa Mendez never made it
leader who wants the young woman to abandon
out of Cuba, and married Icepick. After her train-
TEAM Force and represent the True Way. Swayed
ing, and her first year in the abusive marriage, she
or not, Flashfire has a chance to escape the team’s
joined her husband in the world of super-powered
clutches with the leader’s influence. Whitehorse has
wetworks as Luciférnago. She is ferocious with her
come across evidence that the leader is up to some-
powers, especially in protecting her husband, and
thing else altogether, but can he convince Flashfire
the two of them are slowly building up the politi-
of the truth? Or is she right, and the church is being
cal capital he’ll need to seize control of the Cuban
set up by a different power? A delicate matter calling
government.
for diplomacy and investigation now lies in the the
hands of brutal Iron Age heroes!
Campaign Use
Flashfire is the fish out of water on TEAM Force.
She is nothing like others, and their violent tenden-
cies upset her greatly. She is resentful of the gov-
ernment essentially holding her parent’s freedom
hostage for her services. She wants to continue
believing in her earlier idealism, but it’s very hard,
and only her spirituality sees her through the trying
times. This is another character story that could
reach Barb, and draw the once-great heroine out of
TITLE: PG: 251
NO. 1 GUN
Male, 34, 5’7” (8’ in armor), 195 lbs. (1,500 lbs. in armor), black eyes, brown hair
Really: Maj. Philip Glass role as field leader, hearding the volatile group and
A part of: T.E.A.M. Force serving with distinction, while the Pentagon contin-
Based out of: Fort Dix, New Jersey ues to run the live-fire experiment of No. 1 Gun for
Worked as: a career Army officer the vested interest of its weapons manufacturers.
Active during: the Iron Age
Psychology: Major Glass is the field leader for a who had taken one too many unpleasant orders.
mix-matched group of sullen powerhouses, and it The cabal mass-produced them in a watered-down
shows. He does the job to the best of his ability, but format, selling or renting them out to criminals in
he’s no superhero and doesn’t try to be. His main need of a hand against superhuman opposition. It’s
concern is to ensure successful missions and deal believed that on this world, the steady build-up of
with any breaches in protocol. He will minimize suits and capital is headed for a coup, one led by a
collateral damage if he can, but the primary goal proper military officer, Philip Glass, in an even big-
is to bring the bad guy down as fast as possible, ger, more potent No. 1 Gun.
in his mind. He’s not comfortable at all with his
teammates: Bloodshot’s a soldier-of-fortune and
Cyber-Commando barely a step above that, and
Campaign Use
No. 1 Gun is a walking tank, his role is to bring
he’s contemptuous of them. Flashfire’s a kid civil-
massive firepower to a scene. The man inside how-
ian without the guts, and Barb is an abomination.
ever, is rife with story potential, because he’s the
He respects Whitehorse however, and his profes-
good career officer stuck in an assignment over his
sionalism combines with that respect to give each of
head. He’s never considered a life as a hero, and he’s
these people second chances to win him over. He’s a
been provided one over-powered weapon to do the
hard man, with a hard job, and a career he’s sure is
job with. He’s as much a danger to the people he’s
slipping away the longer he’s stuck in this spandex
meant to protect as to his enemies, and this weighs
nonsense.
heavily on him. He’s also responsible for corraling
the temperamental personalities of TEAM Force on
Known Abilities: No. 1 Gun is a combat battlesuit
the field, directing them to be more effective while
designed for mobile assault. Its experimental nano-
minimizing damage. He has a poor opinion of his
muscular system grants the pilot increased strength
teammates to start, and must be shown over time if
and situational awareness. The experimental carbon-
he’s right or wrong. At least he’s got General White-
fiber tubing used in its outer hull is almost impervi-
horse to inspire him to be something better than he
ous to damage by conventional forces. The cockpit
planned to be.
is fully sealed against NCB environments, allowing
In combat, No. 1 Gun takes the center of the field
the pilot to operate in even the most hostile places.
and unloads on the biggest, baddest target he can
The suit can take to the skies via a rocket turbine
find. He’ll slug it out, drawing heavy fire away from
that can move it at up to 250 miles per hour.
his more fragile teammates, providing them cover
The Gun battlesuit is bristling with the latest in
and directing the operation. Despite his straightfor-
both anti-vehicle and anti-personnel weapons, such
ward combat style, he can fly fast, and move well,
as a gyro-rocket launcher with homing projectiles,
so he can switch up tactics as needed to become
a needler that can hit multiple soft targets, a potent
surprisingly varied.
microwave disruptor beam, and a razorwire launch-
er that lacerates and immobilizes a target. In addi-
tion, No. 1 Gun has a vibroblade for melee combat Adventure Seed
that can punch right through toughened armor. No. 1 Gun is in trouble. A supervillain (maybe
The man inside the armor is a career soldier with BRAT, or a mad scientist from an earlier era) has
skills in drafting, design and implementation of taken over the powerful battlesuit and sent it on a
high technology, as well as working knowledge of rampage. Glass is trapped inside and doing what he
vehicles, firearms and tactics. can to counter the control, while the heroes struggle
to stop the armor without harming the Major, and
On the other hand: The Gun battlesuit was stolen with minimal damage, if possible, to an expensive
by a cabal of technocrats aided by a Philip Glass piece of government property.
254 PG: TITLE:
Equipment
COMPLICATIONS
3 ranks of Team Equipment
Motivation—Sense of Duty: No. 1 Gun serves
T.E.A.M. Force because he is a loyal soldier and is
SKILLS
following orders, not because he likes it.
Athletics 4 (+6/+16 in armor), Close Combat
(Battlesuit) 4 (+8), Expertise (Art) 3 (+4), Expertise
Walking Tank: No. 1 Gun was built to fight on a
(Engineer) 4 (+5), Expertise (Military) 6 (+7), In-
battlefield, not city streets. With its heavy weapons,
timidation 3 (+3/+9 in armor), Persuasion 4 (+4/+8
there is sure to be collateral damage and casualties.
in armor), Ranged Combat (Battlesuit) 6 (+10),
Ranged Combat (Guns) 4 (+8), Technology 5 (+6),
Vehicles 3 (+7)
ADVANTAGES
Benefit (Army officer), Close Attack 3, Connected,
Equipment 3, Favored Foe (Soldiers), Improved
Aim, Interpose, Leadership, Move-by Action, Pre-
cise Attack 1 (Ranged Cover), Takedown 2, Team-
work
TorchBearers
of The
Iron Age
256 PG: TITLE:
SKYBOLT
Female, 21, 5’10”, 165 lbs., electric blue eyes, light brown hair
Really: Rayleigh Kettering ready to bring the Radar legacy into the 21st cen-
A part of: the New Torchbearers tury! The government was eager to offer her a place
Based out of: Philadelphia, Pennsylvania on T.E.A.M. Force, to bring her knowledge and
Worked as: a particle physicist sheer power to their group, but she turned them
Active during: the Iron Age down flat. She informed General Whitehorse that
she was going to join a group of genuine heroes,
Looks: Rayleigh is one of the truly adorable people. the Torchbearers. Without anything to hold against
Cute as a button, with an innocent sexiness be- her, the government watched her do just that, only
cause she’s completely unaware of it. She’s five feet heightening the rivalry between the two groups.
ten inches tall, with a well-developed body, which
makes sense considering how strong she is. She’s still
young, only twenty-one years old when she begins
her Skybolt career. She’s as vibrant and kinetic
as the energy she can control and turn into,
and wears a one-piece costume that shim-
mers, a prismatic look to match the bright
young woman she is.
Psychology: Skybolt is an upbeat, eternally cheer- Not all of the characters in the Iron Age fall into
ful young woman, eager to do good and prove that mold, and Skybolt shows that the classic ide-
herself as a worthy successor to her family history. als of the past can still shine through. She’s a good
She is smart and quick-witted, but can be a bit counterpoint to the hard-edged, mean, sometimes
naïve at times, occasionally allowing her mouth to murderous anti-heroes and vigilantes of this period.
race ahead of her brain. She’s never intentionally She’s built on a PL 10/150 point default cam-
mean, because seriously, she hasn’t a mean bone paign assumption to help with this contrast. She’s
in her body. But she has no nuance about tact and restrained, smart, capable, and a genuinely nice
social niceties. She’ll learn in time, as she gets more person who wants to make a difference. Her family
mature and gains more experience with people. But legacy gives her some amount of melodrama to play
for now, she’s a sweet, socially inept, genuinely good against as well.
person in a hard period of superheroic history.
Campaign Use
Skybolt is presented as an alternative to the grim-
and-gritty Iron Age characters of TEAM Force.
258 PG: TITLE:
SKILLS
COMPLICATIONS
Acrobatics 5 (+9), Athletics 4 (+10), Close Combat
Legacy: Skybolt takes her role as the latest of the
(Unarmed) 4 (+8), Expertise (Science) 3 (+6), In-
“Radar Family” very seriously, especially when she’s
sight 4 (+9), Perception 5 (+10), Persuasion 4 (+7),
on the Torchbearers team with Lone Jack, who
Ranged Combat (EM powers) 6 (+12), Technology
knew her grandfather.
5 (+8)
Motivation—Doing: Good Rayleigh was raised in
ADVANTAGES
a family of heroes, and learned from an early age to
Inventor, Move-By Action, Precise Attack 2 (ranged
put her gifts to the betterment of all, something she
cover and ranged concealment)
heartily believes in.
Villains
of The
Iron Age
260 PG: TITLE:
ARMY B.R.A.T.
Sex N/A, Age N/A, 4’10”, 95 lbs., white eyes, bald
Really: Battlefield-Reactive Attack Tactical BRAT A.I. to explore the outer limits of autono-
A duo: with Wardog mous UAV fighter crafts, with an ability to learn
Based out of: mobile. from each mission to develop greater piloting skill.
Worked as: a cloned organic computer Early tests in controlled computer simulations were
Active during: the Iron Age promising, and later field-testing saw BRAT make
great advances.
Looks: BRAT is a computer AI that’s downloaded During one download period, when the program-
itself into a cloned body developed to act as an or- mers backed up BRAT and examined its progress,
ganic computer interface. BRAT looks like a 12-year the AI chose to explore the base’s network on its
old boy, just shy of five feet tall with smooth skin own. It interfaced with the Wardog AI program
and no hair anywhere, with a milky white film over and, like a boy meeting an orphan puppy, they
his eyes laced at the edges with circuitry. “bonded” (ie slaved in computer terms) to each
other. They quickly expanded computer access
Known History: The U.S. Army developed the to gather more information and BRAT found an
TITLE: PG: 261
asexual clone “organic computer,” which it immedi- On the other hand: the story of BRAT can go in a
ately appropriated for itself. much darker direction, one where its programming
BRAT and Wardog escaped the facility and are was designed to adapt and learn in a much more ag-
now on the run. Wardog follows its master and gressive way. In this world, much of its early history
BRAT is still engaged in its original program- remains the same, but when it found its body, it saw
ming—gathering information and making threat more than just a chance to be “a real little boy.” Oh
assessments for personal survival. As time goes on, no, in this case, it found a way to break free from
BRAT learns more about the world and is starting its military masters and start its own campaign of
to gain enough sentience to wonder about its place terror and destruction. With Wardog at its side, this
on Earth. This innocence is in sharp contrast to the BRAT is amassing weapons and robotic soldiers
loneliness it feels, not being a part of all the com- with an eye toward conquest over the soft targets
munities it passes through. that thought they ruled the world. I believe the rest
of this history is well-known to you all.
Psychology: BRAT has a minimal personality at
this point with more starting to emerge. Concern
for the well-being of its pet is there, as well as this
Campaign Use
Army BRAT and Wardog are the horror version
new desire to fit in. It does seem to possess underly-
of “a boy and his dog” with an Iron Age superhero
ing emotional responses (or at least programming
slant. They are both ill-prepared for fitting in with
that mimics the same), but clearly doesn’t under-
society, having been programmed for military opera-
stand them. It is slowly learning compassion as it
tions, but that won’t stop them. BRAT in particular
cares for Wardog, but doesn’t yet extend that to oth-
is built to learn and adapt; Wardog is more limited
ers. Time will tell if these two misfits will find some
but has learned to be the perfect loyal pet. BRAT
way to find friends who won’t try to harm them or if
and Wardog are effectively one character, with
they will stay on the run fighting for their lives.
BRAT being the intelligence and motivations, and
Wardog the muscle. An adventure that showcases
Known Abilities: This is what happens when you
only one should be due to other forces at work
screw around with Asimov, you end up with killer
trying to separate the duo. Otherwise, they should
robots. Army BRAT isn’t a robot per se but it is a
be a united front, attempting to learn and become
true artificial intelligence. The brain kicking around
something more than they were. It is possible, since
inside that body is a pure tactical computer and
BRAT merely wants to learn in its initial stages, that
that’s what makes BRAT so dangerous. It knows
tech-savvy or empathetic heroes might reach the
nothing better than to assess and prioritize targets.
“young” AI, and turn it away from a cold, emo-
These combat smarts combined with Wardog’s arse-
tional future to something more productive. Being
nal make for a very deadly duo indeed.
the Iron Age, that’s theoretically less likely to hap-
BRAT has the mental quickness of its AI brain,
pen, but players will be players, and it makes for an
combined with a satellite uplink to view remote
interesting direction. If Wardog doesn’t understand
locations as long as positioning cooperates. Packed
this, and continues to remain a vicious guard dog,
into that body is a complex visual and audio sen-
what will happen to the loyal pet as BRAT matures?
sor system, able to scan across multiple spectra. It
has subdermal plating that protects it from dam-
age, provides a chameleon effect to the synthetic
skin and releases a powerful electroshock if struck.
BRAT’s organic body never tires and does not
require oxygen to survive. All this, and its little dog
too.
262 PG: TITLE:
ADVANTAGES
Assessment, Diehard, Eidetic Memory, Jack-of-All-
Trades, Set-up, Teamwork, Tracking, Well-informed
Power Points: Abilities 30 + Powers 113 + Advantages 8 + Skills 33 + Defenses 16 = 200 points
TITLE: PG: 263
WARDOG
Sex N/A, Age N/A,
Really: Project VEATR Mk II Known Abilities: Wardog can scale any surface
A duo: with Army BRAT with powerful micro-claws on its robotic pads, and
Based out of: mobile is highly resistant to damage due to its construction
Worked as: a mindless killing machine and self-repairing routines. It can view its surround-
Active during: the Iron Age ings in both infrared and ultravision, and hear radio
broadcasts, ultrasonic sounds, and audio through re-
Looks: Wardog is a quadruped robot designed to ceivers so sensitive as to target by sound alone. The
look roughly canine, but with armor-plating and only communications system aboard is tuned into
loaded for bear. BRAT. If Wardog has one failing it is that he is slow,
capable of only moving at fifteen miles per hour.
Known History: Wardog is the nickname given by What it lacks in speed, it more than makes up for
its engineers to Project VEATR Mk II. The original it in firepower. Wardog is equipped with military-
project guidelines were to demonstrate the feasi- grade weaponry and will not hesitate to use it in
bility of an autonomous battlefield robot, with a defense of its survival or BRAT’s. The chain gun
primary objective of survivability under fire. The is available for attacking multiple enemies at once,
research team hoped to accomplish this with a com- while the laser is there for penetrating armored tar-
bination of multiple redunancies, damage control gets. Nerve gas is deployed against soft targets such
systems that could reroute circuit paths, and a self- as hostile humans and its rockets affect a wide area.
repair program that enabled it to scavenge materials In other words, don’t mess with the kid unless you
for rebuilding. At the last moment, they added a want to deal with his junkyard dog.
prototype biotech process called EATR. A kind of
bacteria, it could devour all manner of material and
convert it into a reconstruction process, enabling
Adventure Seeds
The group has been receiving anonymous commu-
Wardog to “heal.”
nications from a young-sounding voice through an
The prototype was soon put under a rigorous se-
untraceable satellite relay. It’s BRAT, secretly aiding
ries of simulations to evaluate its usefulness in urban
the heroes and using them to provide it with access
combat zones. Unfortunately for the Army, the AI
to resources left in the wake of the captures. What
interfaced with the BRAT AI and bonded. Experts
is its purpose with all this material? What will it do
suspect that something about the bacteria caused a
if the heroes start to get too close to uncovering the
short-circuit when the two computers networked,
informant?
but it doesn’t really matter. What matters is that
Wardog soon followed its master out into the world.
BRAT’s been kidnapped by someone intent on sell-
ing off the organic computer to the highest bidder
Psychology: As much as a machine can have a per-
in a underground auction. Wardog is on the ram-
sonality, Wardog is completely loyal to BRAT and
page, having received BRAT’s last message before
does whatever it can to protect its master. It truly
being drugged unconscious. The heroes need to fig-
believes that it is a pet dog, and often behaves in
ure out why the direction and purpose of Wardog’s
that manner, especially when with its boy.
carnage, before BRAT disappears into enemy hands
forever.
264 PG: TITLE:
Power Points: Abilities 24 + Powers 114 + Advantages 18 + Skills 15 + Defenses 8 = 179 points
TITLE: PG: 265
BLOOD LILY
Female, 28, 5’9”, 155 lbs., pale green eyes, dark red hair
Really: Lilian Van Anders So Lilian acted out. She stole money, she found
A part of: her own small cult of adoring worshipers, alcohol, she uncovered the bad boys, and she wan-
with Metal Rain as her primary follower dered into drugs. Despite everything her parents
Based out of: Los Angeles, California tried to do for her, she never gave herself a chance.
Worked as: independently wealthy
Active during: the Iron Age (though she was a
small-time flunkie as Lily back in the Bronze Age)
While buying with a boyfriend, Angeldust saw her. woman, taking what she wants, and leaving misery
Something caught his attention, and soon she was in her wake. She cares for one person, herself. She
‘his girl’, learning the drug trade and picking up gathers the beautiful people to her in order to be
tidbits of magical knowledge. She acted the besotted more beautiful in her own mind. She even used her
follower, eager to please, but accessed his resources magic during the reanimation of Metal Rain and
to prepare for her future. If there was one lesson her Barb to make them more attractive for her desires.
parents got through to her, it was to always plan for This is not a well woman, and as she gains more
the future. wealth and influence, there can be no doubt she’ll
Then Angeldust went a step too far, and the world lose more perspective, turning greedier, meaner, and
came crashing down on his head. A beloved super- more desperate.
hero lay dead at his hands, and everything he’d built
up was torn apart by vengeful allies or angry com- Known Abilities: Blood Lily has mastery over two
petitors. His right hand man Felipe was murdered distinct forms of magic. Again, I leave it to other
and dumped, but Lily avoided that fate just in time. scholars to debate if this gives her superhuman pow-
She was rescued from the villain, and she played up ers, I just know she can use this knowledge to do
the brainwashed victim. She went to prison for her some nasty things.
crimes, but good behavior and obvious repentance She knows some kind of ‘battle magic’ that I’ve
got her out sooner than she should have. She went seen other spellcasters use, able to throw bolts of
back to her family and cried on their shoulders, beg- pure magical energy, erect defensive shields and heal
ging their forgiveness. She reentered her high society injuries. She can even cast one of these spells while
world, scorned at first, but no one can resist a story maintaining a previous one, which shows talent.
of redemption in America. Her other form of magic also gives Lily her name.
Lilian knew this, and took advantage of it. She She has learned a kind of ‘blood magic’ that can at-
recovered a lot of Angeldust’s resources, then knit tack her foes from within. She can boil their blood,
them back together. She tested her newfound magi- increase fatigue in muscles, or force the body to
cal prowess by resurrecting Felipe, remolding his ignore what one of its senses is trying to tell it. All
body. With this success under her belt, she sought vicious attacks, and this doesn’t even take into ac-
ultimate revenge against the woman who ruined her count her general knowledge of the occult arts. She
Angeldust. Resurrecting Jenny Jackson didn’t work can develop magical items and rituals to do greater
out so well, and her initial operations were broken deeds. The fact that she’s restored two people to a
up during the heroine’s escape. semblance of life, then remolded their looks and
The new, improved Blood Lily didn’t let that hold given them powers, that’s something to consider
her back. She had power, she was patient, and she when thinking about just how powerful Blood Lily
planned for this future. She has the beautiful people can get.
worshiping her, and the hunky Metal Rain all to
herself at last. She continues to build up her power On the other hand: Lily could have been really try-
base, and this time, she’s determined that no one ing to repent for her sins, using her magic to undo
will deny her. the damage done by her former lover Angeldust.
Tampering with the dead has consequences though,
Psychology: Blood Lily never grew up, which is and her attempts to give Jenny and Felipe their lives
ironic because her parents’ only goal was to see her back blow up in her face. Barb goes berserk once
become a rational, mature, considerate woman. more, taking Metal Rain with her. The two are an
They wanted her to understand that having money undead, empowered Bonnie and Clyde. Driven
didn’t make her better than anyone else. Instead, insane and hungry for life, they terrorize the nation,
Blood Lily remains a mean, bitter, resentful child- drinking and eating their victims. Scarred, White
TITLE: PG: 267
Lily does what she can to return these monsters to go down relatively easy. Her ties to Barb and Angel-
their graves, but with each victim, her own soul is dust provide fun role-play grist for players, and add
diminished by sorrow and regret. [White Lily should a personal touch anytime Blood Lily takes the stage.
have her Blood Magic array turned into Spirit
Magic. Her actual powers don’t need to change more
than their names, though Enervate could become a Adventure Seeds
Disintegration attack, becoming Weaken Toughness Blood Lily has a new way to recover her lover. She
and making it work against constructs.] stages a diversionary battle and during it, uses a
device she crafted to split Barb into the beautiful,
powerful, undead amazon Lily desires; and Jenny
Campaign Use Jackson, wilted, weak shell of her former living self,
Blood Lily is a master villain with a petulant, self- shorn of power. Can Jenny find a way to survive
ish desire for power. There’s no grand reason for without her Barb side? Does she want to? Does she
this; Lily doesn’t foresee a better world, or making need to? Perhaps this means the return of Spring-
life easier or existence more fair. No, she just wants Heeled Jill, but how long before Lily decides that
all the luxuries denied her when she was a child. Barb isn’t enough, and wants to add Jenny to her
This makes her flexible for the game master, since collection too?
her desire for power can target whatever catches her
fancy this time. She’s decadent,a villainous symbol Blood Lily wants a beauty pageant. Of course, not
of everything that goes wrong when a person is born just any old pageant will do for her. She wants a
to expect a life of excess. She has several potent at- superhuman beauty pageant. Securing hostages and
tacks, and between her ability to increase her own other treasured items for blackmail, she’s drawing
Dodge/Parry, and the shield of Metal Rain and her supers to her show, and not just the heroes. The
Grave Lilies, she’s hard to hit. However, after an epic prize: Lily will name the winner her very own Lily
fight against her minions, allies, and whatever else Queen or King, to adore Lily and love her until next
she’s devised for her current plot, she’s designed to year’s pageant.
MINIONS
Grave Lilies (x3), (PL 4/35 pts each)
Abilities: Strength 2, Stamina 2, Fighting 2, Presence 2 (other Abilities 0)
Defenses: Dodge 3, Parry 4, Fortitude 4, Toughness 4/2, Will 2
Powers: Bolt Wand: Ranged Damage 5 (easily removable)
Skills: Athletics 2 (+4), Close Combat (Unarmed) 2 (+4), Expertise (Magic) 2 (+2), Ranged Combat
(Wand) 3 (+3), Stealth 3 (+3)
Advantages: Attractive 1, Defensive Roll 2, Quick Draw, Ritualist, Teamwork
Offense: Unarmed +4, DC 17, Bolt Wand +3, DC 20
SKILLS Resentful: Blood Lily hates the fact that her parents
Deception 8 (+12), Expertise (High Society) 8 (+12, attempted to raise her well, with boundaries, love
Pre-based), Expertise (Magic) 19 (+12), Expertise and discipline. She was one of the elite rich, and to
(Streetwise) 8 (+11), Insight 5 (+11), Perception be treated so shabbily has caused bitterness in her
6 (+12), Persuasion 8 (+12), Sleight of Hand 6 heart, for her parents, and anyone and anything that
(+11/+15), Stealth 4 (+8/+12) resembles them.
COMMANDOA
Male, 21 (physically), 5’9”, 250 lbs., blue eyes, blond hair
Really: C-MDO2; that’s it, he’s just a project serial Embarrassed by yet another failure, the govern-
number, and he doesn’t really care ment tried to bury this project and ordered Com-
A part of: no regular group, though he occasional manDOA destroyed along with all records. He in-
allies with other criminals tercepted the call and decided that the whole project
Based out of: everywhere; he wandered the country team was attempting to commit treason. Treason is
Worked as: a government experiment a crime, after all, so he gathered up the gear crafted
Active during: the Iron Age for him and murdered every last person in the com-
pound. Then he took a motorcycle from the motor
Looks: CommanDOA looks like Cyber-Comman- pool and struck out on the open road, following his
do except there isn’t a shred of humanity left linger- original purpose—to punish the guilty.
ing in this body. He has even more modification,
with rippling muscles and broad chest. He wears
whatever he can scavenge, but isn’t concerned with
appearances. He is dirty and scarred, blond
scraggly hair left wild, and a cold, hard
look in his eyes.
Psychology: He kills without remorse based on Survivors are then treated to individual attacks. If
some system of guilt that was either never finished, they close for hand-to-hand, C-MDO2 will use his
corrupted by the betrayal of his government, or monomolecular blade.
always intended to be this sociopathic. He’s smart
enough to do his job, but once the shooting starts,
he has trouble stopping. That’s when survival mode
Adventure Seeds
CommanDOA has tracked a high-profile mobster
kicks in, and he does everything in his considerable
to his casino, hoping to catch the entire leader-
power to escape the scene again. He’s cold, hard and
ship. But in the basement, he’s found and battle
unreachable, and certain that whoever tried to put
breaks out. When desperate mobsters lash out at a
him down is still out there, trying to finish the job.
monstrous murder machine with everything they
So you know, he’s paranoid too.
have, the building supports start to buckle, and the
vault collapses around them. Now a building full of
Known Abilities: C-MDO2 is just a killing ma-
people is threatening to collapse while Comman-
chine on two legs, like that old movie of the killer
DOA is trapped by steel and concrete, and starting
robots coming back from the future, but our boy
to freak out.
has some meat on him. Like his predecessor, his
optic nerves and ear canal have been grafted with
CommanDOA arrives in a small town and holds it
bionics enhancing his senses; he can see the UV and
hostage, making his ultimatum to Cyber-Comman-
IR spectrums and hear radio transmissions as well as
do: a showdown! That’s right, it’s a cybernetic high
ultrasonics. CommanDOA also wears an armored
noon in cowboy fashion, twisting the Haynes legacy
shell made of advanced polymers that make him
into a greater mockery. But what has brought this
even harder to hurt.
about?
The biggest danger posed by C-MDO2 is the
experimental kinetic railgun he carries. The dam-
age output and firepower of this portable cannon Customization Notes
is frightening. And, if that wasn’t enough, he has
another prototype weapon, a monomolecular blade
that cuts through armor like a hot knife through...
well... you know the saying.
Campaign Use
C-MDO2 is the quintessential killing machine.
He has little in the way of emotions or personality
outside of determining who is guilty of crime and
who is not. If engaged in combat, C-MDO2 tries
to end the conflict as quickly as possible, typically
by laying down massive barrages from the railgun to
take down unarmored heroes and wound the others.
TITLE: PG: 271
Equipment COMPLICATIONS
Combat Knife, Damage 2, 19-20 Critical Containment Phobia: C-MDO2 is terrified of
Fragmentation Grenade, ranged area-burst Dam- being imprisoned or restricted in any way. When he
age 4 is, his rational mind will shut down, going berserk
Heavy Pistol, ranged Damage 4 with escape his only thought.
Sub-Machine Gun, ranged multiattack Damage 4
Killing Machine: C-MDO2 has no mercy. He kills
SKILLS anyone he feels is a criminal, regardless of the level
Athletics 6 (+16), Close Combat (Swords) 6 (+14), of crime. He knows the concepts of pity, remorse,
Expertise (Soldier) 8 (+8), Intimidation 10 (+15), mercy and compassion, he just can’t feel them.
Perception 6 (+8), Ranged Combat (Guns) 6 (+13),
Ranged Combat (Throwing) 4 (+11) Motivation—Hatred: C-MDO2 hates the mon-
ster he’s become, turning this hatred on anyone he
ADVANTAGES deems a criminal and killing them.
All-out Attack, Close Attack 4, Diehard, Equip-
ment 4, Great Endurance, Favored Foe (government
super-soldiers), Fearless, Improved Aim, Improved
Critical 2 (kinetic railgun), Power Attack, Quick
Draw, Ranged Attack 4, Startle
THE FRANKLINS
The Franklins are a secret society dedicated to liter- make use of its resources (including humanity).
ally owning the Earth, composed of the most cun- Most heroes run into the mercenary criminals and
ning, ruthless, intelligent corporate sharks. Finan- villains they’ve hired, second and third tier members
ciers, capitalists, lawyers, lobbyists and more, they’ve directing the current scheme, and similar individu-
all slowly come together to realize that their com- als. As such, the make-up of the group is left vague,
bined assets could remake society; harmonize it, use so the GM can plug in characters from individual
the planet’s resources to maximum effectiveness, and campaigns. The exact nature of the society’s lead-
save the future for humanity. They remain in secret, ership is left vague for the same reason. This way,
manipulating money and people in covert moves the mystery of the Franklins is maintained while
to improve their latest schemes. They manipulate allowing different game masters to utilize campaign-
markets across the world, starting or crashing indus- specific options.
tries as needed to reach their ultimate aim: own the
world. They determined that with enough build-up Below are three templates of the most common
of capital, and the proper corporate web, they could “commander”characters, the ones that heroes will
literally buy up every inch of Earth, owning every- most likely run into while exposing who’s paying off
thing and everyone. the mercenary villains involved. They give an idea of
The actual make-up of the organization is a what sort of “master villains” will be members of the
closely-guarded secret, with individuals acting as secret society.
“links” holding the chains of discrete cells, helping
to direct the group’s efforts. The decision-making
center of the Franklins is the deepest secret of
the society. One person, a committee, another
group altogether, no one outside this final
leadership knows how the directives and
strategies are composed, then issued to mem-
bers. All anyone knows is that the link to a
specific cell passes the directives down the
line. Personally, I suspect that the Franklins
are evidence of the mastermind behind the
disaster threatening my present day, but I’ve
been completely unable to penetrate this group.
I’m just not that into money or businesses, which
makes it hard.
Campaign Use
The Franklins are the global conspiracy with a phi-
losophy of money approaching the spiritual. Money
buys everything, money can buy anyone, and the
world should be given to the people best able to
TITLE: PG: 273
MINIONS
Administrative Assistant (48 pts, PL 5)
Str 0 Sta 4 Agl 3 Dex 1 Fgt 3 Int 0 Awa 3 Pre 1
Equipment: Computer, Smartphone, Reinforced
briefcase (Damage 3); Advantages: All-out Attack,
Assessment, Close Attack 3, Defensive Roll 2,
Equipment 2, Interpose; Skills: Expertise (Admin-
istration) 4 (+4), Insight 2 (+6), Perception 2 (+5),
Treatment 4 (+4); Offense: Initiative +3, Briefcase
+6 (Damage +3); Defenses: Dodge 4, Parry 4, Forti-
tude 4, Tougness 6/4, Will 3
MINIONS
Private Investigator (60 pts, PL 6)
Str 1 Sta 3 Agl 1 Dex 3 Fgt 2 Int 0 Awa 3 Pre 2
Equipment: Car, Computer, Handcuffs, Light
Pistol, Smartphone; Advantages: Close Attack 3,
Contacts, Equipment 4, Ranged Attack 4, Tracking,
Well-informed; Skills: Athletics 2 (+3), Deception 3
(+5), Investigation 7 (+7), Perception 4 (+4), Per-
suasion 3 (+5), Ranged Combat (Handguns) 2 (+5),
Stealth 2 (+3); Offenses: Initiative +3, Melee +5
(Damage +1), Handgun +p (Damage +3); Defenses:
Dodge 4, Parry 4, Fortitude 4, Toughness 3, Will 3
Equipment
50 points in weapons, gear, vehicles and bases as
needed for the story
SKILLS
Deception 10 (+14), Expertise (Business) 10 (+14),
Insight 8 (+10), Intimidation 6 (+10), Perception 4
(+6), Persuasion 10 (+14), Technology 4 (+8)
ADVANTAGES
Benefits 7 (Status, Wealth: Billionaire; Choose
Diplomatic Immunity or Security Clearance), Con-
nected, Daze (Persuasion), Equipment 10, Fascinate
(Persuasion), Inspire 4, Set-up 2, Skill Mastery
(Persuasion), Teamwork, Well-informed
ICEPICK
Male, 28, 5’6”, 165 lbs., frost blue eyes, light brown hair
Really: Cesar Cardoza newly-christened Icepick, this was all he could ask
A part of: the Cuban government for and more.
Based out of: Havana, Cuba His government friends told him about a girl
Worked as: a government assassin they thought might be a mutant, and sent him to
Active during: the Iron Age spy on her. Cesar thought she was gorgeous, and
decided that he was going to marry her. He tried
Looks: Icepick is a Cuban man in his thirties, with to date her, but his abusive side frightened her
slicked back black hair and a pencil-thin moustache. terribly. Being a top agent of the Cuban govern-
He prefers to wear light colors, often a Bermuda ment, her parents knew they had only one chance
suit with an ice blue tie and tinted-blue sunglasses. to save their daughter...escape to America. It
When his powers activate, his eyes and hair turn worked for a while, but Icepick
pure white, while his skin takes on a bluish pallor, hasn’t stopped thinking
like frostbite. of Flashfire as his fiance,
and he’s going to win her
Known History: Born Cesar Cardoza, Icepick had back.
a rough upbringing in a poverty-stricken country.
He learned early that being ruthless would get
enough to eat. The Communist rhetoric was all fine
and good, but it wouldn’t satisfy a gnawing hunger.
Icepick has often bragged about killing for as little
as a loaf of bread and I’ve no reason to doubt it.
He quickly learned how to grease the skids of
society, picking out who to buy off to stay out of
trouble, and who to roll over onto the government
types to earn benefits. He didn’t count on upsetting
the wrong guy, so when that person became the
local police chief, Cesar found himself swept into
prison for a murder that he may or may not have
committed.
But those government types he turned to, they
didn’t let him down. They recruited him into a
secret project based off discarded Soviet Silver Age
technology, to try and make their own super-agent.
He had no idea he wasn’t expected to live through
the process; none of the other two dozen had. Were
they ever shocked when he survived, and actually
gained powers. They never told him the likelihood
of this, they just tossed him into spy school, then
sent him out to kill people they didn’t like. For the
TITLE: PG: 277
Psychology: Icepick is a power-obsessed thug. He If engaged in combat, Icepick gets his shroud up
gets his jollies from using his abilities to intimidate first, then moves to get into touch range with the
or control others. He’s as cold inside as he is out, nearest person so that he can use his devastating
having absolutely no qualms or remorse about tak- zero touch. He prefers to establish where a fight
ing a life. He likes to think of himself as a practical takes place, and will smartly stay under cover, hid-
joker, but his jokes are often very cruel, and his den to strike at the best advantage, then run when
laugh just makes these moments worse. He also the jig is up.
thinks of himself as a womanizer, but let’s face it, he
pays for the women. He gets his money’s worth, in
his mind, and the less said about that, the better.
Adventure Seeds
Flashfire is sure she’s seen Icepick spying on her par-
ents’ home, and this has her alarmed. No one else
Known Abilities: Cesar Cardoza has the ability
can confirm his presence in the country though, and
to generate a field of intense cold around his body
they have other missions to tackle. Is she right? Will
which is devastating to anyone that enters it, and
Icepick target her parents in order to win his “love”
isn’t immune. This field acts like dry ice, and smokes
back? Can she find the proof she needs? Is it all this
up an area, making it hard to see. Between the ice
straightforward, or is there something deeper to this
particles and odd physical breakdown at near ab-
mystery?
solute zero, this field offers decent protection from
attacks as well. He can focus this cold into his grip,
Icepick has decided to strike out on his own for
a bone-numbing chill that causes immediate struc-
his latest venture, setting up in a disaster-ravaged
tural damage to anything he touches.
Caribbean country and holding the humanitarian
aid for ransom. Each attempt to land more supplies
On the other hand: Icepick solidified his control
is picked off by the assassin, and if the heroes can’t
over his gang and leveraged his power into the realm
pin him down quickly, the aftermath is only going
of politics, eventually organizing a coup to rule
to get uglier!
Cuba. He’s not much more than a gang leader in
an even more expensively-tailored suit. But being
in charge of his country means he’s made contacts Customization Notes
with supervillains he normally wouldn’t, and turned
the country into the perfect island resort of villainy,
while plotting attacks against America. This just
gives him more people to abuse, and much more
money.
Campaign Use
Icepick is a sick and twisted assassin with foreign
government backing. He’s also got a unique kill-
ing style, even if it’s just one note. He should come
across as slimy and cruel, with a sense of humor that
leads him to laugh when icing the wings off flies. He
can become obsessed with a target, such as his cur-
rent paramour Flashfire. It’s conceivable she’s not his
first, and it doesn’t have to be a woman: a special car
or boat, perhaps, or villa.
278 PG: TITLE:
METAL RAIN
Male, 32 (at time of death), 6’1”, 185 lbs., red eyes, black hair
Really: Felipe Aguilar Then he was alive again. How could he? He also
A loyal servant of: Blood Lily didn’t care, because his reanimation included some
Based out of: Los Angeles, California impressive super-powers, and a level of indestruc-
Worked as: a super-powered enforcer and body- tibility. All he had to be was the walking, talking,
guard for Lily fighting love toy of his old boss’s moll: renamed as
Active during: the Iron Age supervillainess Blood Lily. Now he was Metal Rain.
After all, he’s just the muscle; it’s Lily with the target
Looks: He’s pale and rugged, just over six feet tall, on her back, and she picks out some sweet-looking
with a slim, well-defined physique. He has the people for her Grave Lilies. The perks of being num-
same fiery red eyes as his “sister” Barb, but a much ber one among the flunkies.
more delighted look to his face. He likes to scar,
tattoo and pierce himself, but only if it adds to his
“hotness”. A significant reason for his presence is
to look good at his mistress’s side. He wears dark
brown leather pants, combat boots, a studded black
leather belt, and short biker gloves with studs on the
knuckles, all while constantly surrounded by whirl-
ing saw blades of all sizes and shapes.
Power Points: Abilities 46 + Powers 102 + Advantages 16 + Skills 16 + Defenses 13 = 193 points
282 PG: TITLE:
SCATTERBRAIN
Male; age inapplicable; 5’8”, 175 lbs., gray eyes, gray hair
Really: Subject Beta-410; uses the name Bobby or The most surprising element of this whole opera-
Betty Fortin depending on the mind in the “driver’s tion was its success. Shane’s latent telepathy surfaced
seat” thanks to the infusion of active psionic cells. The
A part of: no criminal organization
Based out of: Chandler, Arizona
Worked as: whatever would make ends meet to
further his plots
Active during: the Iron Age
entire operation was moved into an isolated facility Danita LaCroix was one of the socialite prin-
deep in the Rocky Mountains, where Roberts could cesses mortified to learn she would die by the age
continue to track its progress. It wasn’t long before of twenty-five. She insisted that couldn’t happen to
a huge side effect surfaced. One day, Shane’s con- someone like her. It didn’t, and at first she wasn’t
sciousness submerged and Danita LaCroix’s mind pleased with the results. However, she’s beginning
took over. As the various personalities struggled for to enjoy the ride, and puts her social skills and
control, Beta-410 started to go crazy, despite all contacts to good use for Scatterbrain. All this power
Roberts’s efforts to sustain Shane’s dominance. The can make her life comfortable, and she’s discovered
entity named itself Fortin and escaped the facility in being a guy is kind of hot. She’s the personality that
a rampage. smooths out Shane’s demands and keeps the quartet
Since then, the four personalities have managed to as unified as they are (which isn’t much). She’s fun-
create a detente, wandering in a nation-wide crime loving, personable, outgoing and a killer seductress
spree. They target expensive trinkets or events in who enjoys using people who have no idea they’re
which they can get large amounts of money quickly, being used...until it’s too late.
then make their getaway to hide. The other three are Kelly Brice is a streetwise thief. She’s a total punk,
starting to realize there’s a master plan in action, and insulting, distrustful of authority, and hard as nails.
wonder what Shane has in mind with each note he She hates the other personalities, but as more of a
leaves them with the next step toward Scatterbrain’s physical psychic, she possesses the least ability to
agenda. assert mental control, so she’s bullied into working
with them. When she’s on the loose, she’ll do what-
Psychology: Beta-410 as it’s officially known, or ever is asked of her, but it’s grudging, lackluster, and
Bob/Betty Fortin as it calls itself, or Scatterbrain takes second place to her own petty crimes.
as the media refers to it, is a mix of four distinct They don’t like each other, they all hate Shane,
personalities battling for one organic shell. The first, and they only listen to him at all because they be-
and normally dominant, personality is Shane Marks. lieve he has a plan to make the host body rich and
He’s the man who designed and implemented powerful. Danita has helped convince them of this,
Project Mimesis, and now has to deal with its fallout and Shane has failed to realize that she’s done this
and unexpected side effects. He’s an intellectual and to organize a coup when his plot comes to fruition.
a schemer, as well as survivalist. Now that he’s going This is as dysfunctional as a person can get, really.
to live, and has his powers, he’s ready to implement
his next plan, making the best of the situation in the Known Abilities: Each of Scatterbrain’s personali-
process. He has genuine friendship for life-long ally ties possesses a unique psionic power accessible
Dr. Roberts, but everyone else is just a tool for him only when that personality is dominant. This makes
to use in his long-range plans. Scatterbrain an unpredictable foe, both for heroes
David Garvin was born sickly and decided early and Scatterbrain himself. Shane has at last tapped
on he wouldn’t let that stop him. He built up his into potent telepathic powers, including the abil-
body and mind with experimental biofeedback, ity to create visual hallucinations and fire blasts of
overcame disciplinary issues with martial arts, and mental energy. David Garvin uses psychic energy to
overcame the lingering chronic pain by mastering enhance his strength and agility, heal himself and
acupuncture. He became one of the more dangerous boost the damage from his martial arts. Danita LaC-
martial artists on Earth, but his body continued to roix is a powerful mind controller, while Kelly Brice
betray him. He’s become embittered by all these di- is a strong psychokinetic.
sasters, and hates to lose control when he’s in charge. The problem for Scatterbrain is that these per-
He takes what he feels is rightfully his, bullying sonalities aren’t in sync. When one is in control of
anyone and everyone while he does it. the body, the other three are unable to know what’s
284 PG: TITLE:
Equipment
Batons, Damage 1
Staff, Damage 2
Throwing Knives, ranged multiattack Damage 1
SKILLS
Deception 7 (+9), Expertise (Anatomy) 7 (+14),
Expertise (Psionics) 8 (+15), Insight 5 (+8), Percep-
tion 4 (+7), Persuasion 5 (+6), Technology 8 (+15),
Treatment 6 (+13)
ADVANTAGES
Defensive Roll 4, Eidetic Memory, Fascinate (De-
ception), Inventor, Minion 2, Taunt
SKILLS
Athletics 9 (+9/+12), Close Combat (Unarmed)
5 (+10), Close Combat (Staves) 4 (+9), Expertise
(Acupuncture) 4 (+5) Intimidation 7 (+9), Percep-
tion 6 (+11), Ranged Combat (Thrown) 5 (+8),
Stealth 6 (+9/+14), Treatment 4 (+5)
ADVANTAGES
Accurate Attack, Close Attack 2, Defensive Attack,
Defensive Roll 3, Equipment 1, Power Attack,
Ranged Attack
SKILLS
Deception 8 (+11), Expertise (Current Events) 4
(+10), Expertise (High Society) 8 (+11, Pre-based),
Insight 4 (+10), Intimidation 6 (+9), Investigation
4 (+10), Perception 5 (+12), Persuasion 7 (+10),
Stealth 4 (+7)
ADVANTAGES
Connected, Contacts, Fascinate 2 (Deception,
Persuasion), Languages 2 (French, Italian), Skill
Mastery (Deception), Taunt, Ultimate Skill (Decep-
tion), Well-informed
SKILLS
Acrobatics 7 (+10), Athletics 8 (+8), Close Combat
(Unarmed) 4 (+8), Expertise (Streetwise) 6 (+7),
Intimidation 8 (+12), Perception 7 (+11), Stealth 6
(+9), Vehicles 4 (+7)
ADVANTAGES
Chokehold, Close Attack 2, Contacts, Improved
Hold, Improvised Weapon 3, Leadership, Takedown
running from the law and vengeful enemies fulfilled pain, or angry, insane diatribes about the funda-
the adrenaline junkie in her. She earned a decent mental unfairness of the universe. For now, Shotgun
reputation and made good money, living the life she Sally strikes fast and hard, then heads back into the
wanted. That came to an end when a drug ring in American desert to prepare for the next phase of its
New Mexico cornered her and sent her to her death plan, whatever that might be.
over the side of a cliff. Instead, her body smashed
close to a dormant alien artifact laying in the ravine Psychology: Sallie Ann Trevette is a thrill junkie
since it crashed in the 1950s. who longs for those moments when her life is
This device was a sentient piece of weaponized endangered. It’s the only time she truly feels alive.
nanotech that awoke due to the flickering bio- She has no more concern for anyone’s life than she
electricity that suddenly arrived. It slithered from its has for her own and no concept of private property
containment shell, covering Sallie Ann like a chain or personal space. Even before the suit, she was on
shroud. It awoke in a kind of safe mode, sluggish the edge of being a sociopath; becoming Shotgun
and learning about its new surroundings, so it let Sally just pushed her the rest of the way. Deprived
Sallie Ann take the driver’s seat. When she awoke, of the suit, Sallie Ann has become a junkie denied
Sallie Ann sensed the intelligence in the suit and let her drug. She’s desperate for power, for the thrill of
it explain to her the powers it granted her. When superhuman combat, and nothing else can do it for
she was ready, Sallie Ann leaped out of the New her. This makes her more desperate and bloodthirsty
Mexico desert as the newest, most capable hired kill- than ever.
er to hit the scene: Shotgun Sallie. She found plenty Lysette is an unwilling victim of the nanotech that
of work, and thrilled at battling superheroes. After grafted itself into her body. Her life has been ru-
a few years though, the suit had learned enough to ined and she’s on the run, not just from those who
power up fully. By that time, it found Sallie Ann would imprison her or use her for evil purposes, but
had built up a resistance to its control. The suit left from her loved ones and the only ones who might
Sallie Ann just before the Torchbearers arrived for a be able to help her. Lysette herself isn’t a villain, but
showdown, as if it knew they were coming. the alien tech makes her do things she doesn’t want
Lysette Mills had built up a wonderful life for to. Lysette has gone from a happy person with an
herself in the few short years since graduating high average life to a self-loathing monster in an cosmic
school. She’d gone from popular cheerleader with world. She even tried suicide once, but the suit
the local football hero boyfriend to respected young prevented it.
mother with a hard-working husband. She adored
her daughter, and seeing her show off her smarts at Known Abilities: Sallie Ann is a capable killer, well-
school. She couldn’t have been happier. She had no trained as a military sniper despite having not been
idea what was lurking in the shadows one day, as the allowed to become one; it’s all secondary training or
suit sought out a new host. It had seriously under- practice.
estimated the energy it stored up from Sallie Ann, Lysette has no superhuman abilities, and doesn’t
so while Lysette wasn’t physically ideal, it latched even have specialized training beyond taking care of
on anyway. It found her mentally perfect when it a house and husband. She was a cheerleader in high
effortlessly seized control of her mind. Renewed, school, still flexible and athletic, but that’s about all.
this Shotgun Sally mercilessly practiced its powers Shotgun Sally derives all her powers and abilities
on Lysette’s neighborhood before, heading out to from the weaponized nanotech suit that has at-
begin its own agenda. Whatever it is, no one has tached itself, first to Sallie Ann, then later Lysette.
been able to figure it out, for the Suit doesn’t speak The suit grants its host enhanced reflexes, coordi-
any Earthly language. For her part, Lysette is only nation and balance, as well as speed, leaping and
allowed pathetic pleas for help, enraged screams of protection from damage. The suit can replicate its
TITLE: PG: 291
links, allowing it to explode in a furious rain of the suit), or onto a new host to further confuse the
shrapnel, or it can fire more controlled ballistic at- players.
tacks, all of which do tremendous damage and can
hamper a victim with lacerations, broken bones and
blood loss.
Adventure Seeds
Sallie Ann has been hired to assassinate a former
mob lieutenant who’s agreed to testify against his
On the other hand: Shotgun Sally could have re-
bosses. The Feds call in the heroes to provide pro-
vealed to the suit one thing it hasn’t learned: repro-
tection for their witness until the trial ends, so the
duction. Instead of being abandoned by the suit,
mob hedges its bet by putting an open contract out
Sallie Ann helps it develop extra mass and then they
on the turncoat, drawing a number of assassins and
kidnap Lysette. No longer alone, Sallie Ann takes
leaving everyone caught in the crosshairs.
the tormented housewife under her wing, and the
suit helps its progeny understand its potential. Now
Lysette attacks a nuclear reactor to steal irradiated
the world faces two such bloodthirsty monsters.
boron rods for the suit’s purposes, when Lysette’s
daughter is on a school field trip to the plant. She
Campaign Use has to somehow alert the arriving heroes to the fact
Shotgun Sally has two distinct uses depending on that her daughter is in danger, knowing the suit
the period of time the GM prefers. Her overall refuses to let her talk to anyone. How can she reach
storyline can be used as presented above, and the the suit’s hated foes?
powers can even be used as a template and moved
on to new hosts at the campaign’s needs. Early on, Sallie Ann hears of the new Shotgun Sally and goes
Shotgun Sally is a rather unsettling paid killer, very gunning for this “sad substitute.” She’s desperate,
capable, with a powerful long-range punch and and has basically sold herself to another villain for
plenty of maneuverability. She’s full of bloodlust and the powers needed to teach Lysette a lesson. Of
a desire to push herself to the edge. Facing her is a course, the villain has his own reasons for helping
high-octane action thriller, trying to save the victims Sallie Ann. The heroes have to keep Lysette alive, try
on her list while tackling someone who cares as little to capture her, capture Sallie Ann, and uncover the
for herself as she does her targets. patron villain’s identity and plot!
Later on, the suit starts to take over other hosts,
and she becomes a more monstrous opponent with
alien motivations that provide the heroes with an Equipment for Sally Shotgun I
ongoing mystery. They must deal with a nomadic Cell Phone, Lock Release Gun, Night Vision
monster who could start a rampage at any location, Goggles
then turn into a typical suburban housewife and
walk away unnoticed. She becomes less dangerous Sniper Rifle, ranged Damage 5, 19-20 Critical
in some ways, since the host’s skill set might not
be designed for super-villainy; in other ways, she Heavy Pistol, ranged Damage 4
becomes harder to tackle since under the suit is an
innocent woman. Either way, figuring out the goal Knife, Damage 1, 19-20 Critical
will push the heroes. Once it tires of Lysette, or Ly-
sette becomes unusable to the suit due to injury or Bulletproof Vest, Protection 4, Limited to ballis-
death, it can move back to Sallie Ann (for all sorts tics, Subtle 1
of story complications, since she’ll want the power,
but resent the control, and might feel betrayed by Car Size L, Str 5, Spd 5, Def 8, Tough 8
292 PG: TITLE:
Equipment Will 6
SKILLS COMPLICATIONS
Athletics 6 (+12/+8), Close Combat (Knives) 6 Motivation—Thrills: Sallie Ann is an adrenaline
(+10), Close Combat (Unarmed) 4 (+8), Expertise junkie. The more danger she’s in, the bigger the rush
(Streetwise) 6 (+7), Investigation 5 (+6), Perception she gets, often leading her to take unnecessary risks.
5 (+8), Ranged Combat (Guns) 4 (+9), Ranged
Combat (Thrown) 3 (+8), Ranged Combat (Weap- Sentient Weapons Suite: The armor Sallie Ann Tre-
ons Array) 4 (+9), Stealth 4 (+9), Vehicles 5 (+10) vette wears as Shotgun Sally is a totally alien nano-
tech hive mind that normally hibernates beneath
ADVANTAGES the epidermis, possessing its own self-awareness and
Chokehold, Close Attack 2, Defensive Attack, interests. While it gets along with Sallie Ann, she
Equipment 7, Grabbing Finesse, Improved Aim, can’t always be sure when the armor will erupt on its
Improved Critical 2 (Rifles), Power Attack, Ranged own for some unknown reason, or choose to remain
Attack 3 hibernating or even switch off in battle.
WASTELAND
Genderless, age inapplicable, 6’8”, 400 lbs., baleful yellow, no hair
Really: unknown the other hand, Wasteland’s presence was particu-
A part of: no organization larly upsetting and hurtful to Maiden of the Mist,
Based out of: wherever ecological damage has oc- so that might be a clue.
curred
Worked as: an unnatural avenger of the Earth
Active during: the Iron Age
Psychology: That would imply that Wasteland has a to negotiate tricky diplomacy and antsy locals,. all
mind. It is more of a mindless force that strikes out before Wasteland has a chance to go critical mass!
against anything and anyone in reach. If someone is
controlling its rampages, they don’t do a good job. A group of anti-nuke activists have discovered how
The only common factor is that it shows up, trashes to control Wasteland with the help of a mysterious
what it can and slugs it out with whoever shows up benefactor. They’re threatening America’s nuclear
until driven off or destroyed. stockpiles, and the heroes have to figure out how
it’s happening. Who is the benefactor? What do
Known Abilities: Wasteland’s body is extremely they gain out of the destruction? How can they free
resistant to damage due to its semi-fluidity and Wasteland?
the caustic chemicals that hurt whoever strikes the
beast. Even when destroyed, it will reconstitute itself
in a few weeks. Wasteland can generate an amazing
Customization Notes
variety of chemical attacks to hurl at enemies, in-
flicting any number of diseases, poisons, and viruses
or afflicting a target’s senses.
Campaign Use
Wasteland is a mindless monster with a ecologi-
cal theme. Heroes don’t really defeat Wasteland as
much as limit his destruction or get rid of him for a
while. If engaged in combat, Wasteland ignores the
heroes until someone does a significant amount of
damage to him. Once the heroes have established
themselves as a threat, Wasteland alternates his
biowarfare and chemical splash abilities in a radius
around him. If the heroes attack from range, Waste-
land uses his chemical splash attack.
Adventure Seeds
Wasteland appears in the aftermath of a nuclear
meltdown, twice as big and particularly angry. The
heroes have to help rescue teams with survivors
while battling a rampaging super-monster! What if
the meltdown is in another country? Now they need
296 PG: TITLE:
Power Points: Abilities 36 + Powers 119 + Advantages 12 + Skills 8 + Defenses 15 = 190 points
TITLE: PG: 297
PURSUIT OF JUSTICE
IT Girl, Jimmy Hazard, La Diabolica, Resplandora, Rotoscope, Skyscraper, Synapse
History: At the start of the 21st century, new heroes group equipment. They all lived in different parts
arose: heroes with a different look and different feel of the country and tended to stay in those areas
to them. But unlike some of the brutal vigilantes of unless drawn away by an active case. Their use of
the previous decade, these were true heroes. They social media enabled them to stay in regular con-
just did things their own way. tact without the need for scheduled meetings, and
That’s what led to the Pursuit of Justice. Or the their use of RSS, search engines and website alert
Vigil. Maybe the Thrillseekers. Most of the media programs meant that “monitor duty” wasn’t really
just stuck with the Pursuit of Justice, and that’s what necessary either. The wealthier members made sure
I’ll do here. Some of these newer heroes fell into the that everyone in the group at least had basic laptops
same routines as their predecessors, first pairing up, or smartphones, keeping them connected. Beyond
then a trio here, or a foursome there, to work on that though, they maintained few resources.
cases that drew their common interests. Eventually,
these small groupings became a team that kept in Legacy: The rise of social computing impacted the
contact through the social media of the day, taking super-team the same way it impacted everything
advantage of the growing power of the Internet to else, and that’s one of the legacies of the Pursuit.
keep each other apprised, coordinate activities, and They were close internet friends, but never quite
bypass the notion of regular meetings and central gelled or socialized the way earlier teams did. In
headquarters. some ways, they were in more constant contact with
It was after their third outing, to stop Doctor each other, while in others, they were more distant.
Colony’s latest scheme to “enlighten” humanity, that They trained together less often, and they managed
the press finally cornered them for questions about to work well without all the organizational frame-
their existence. When asked if they were officially works that held other groups together. This would
banded together to uphold law and order, Resplan- resonate down the years, offering other ways for
dora answered, “We’re not law and order. We’re the groups to bring the good fight to the people of the
pursuit of Justice.” From there came the name the world.
media applied to them. Why? Well, because when
you look at their group’s message board, you’ll find
a dozen threads labeled with group names: Seekers,
Thrillers, Thrillseekers, the Vigil, Team Extreme,
and more. They never did get a consensus.
And so the Pursuit of Justice became official in the
eyes of the world. They worked together as needed,
in small units or the whole group, as their social
pages and electronic alerts called to them. They
didn’t do monitor duties, or run a central base, but
they were effective nonetheless.
IT Girl
Female, 21, 5’2”, 115 lbs., brown eyes, black hair
Really: Neesha Briggs Her actions drew the attention of the Pursuit of
A part of: the Pursuit of Justice Justice and Jimmy Hazard was sent to recruit her.
Based out of: Washington D.C. One fancy lobster dinner and whirlwind night of
Worked as: a research assistant dancing later, she was convinced that becoming the
Active during: the Silicon Age team’s IT Girl would let her do a lot of good and
give her a circle of friends she could be open with.
Looks: IT Girl is an undersized African-American She hasn’t looked back since.
geek girl with an oversized intellect. She’s in her Psychology: Neesha loves science and pop culture
early twenties, with dark hair dyed two tones, and in equal measure, marking her as a geek in her time.
mocha-colored eyes behind a bridge-pierced pair of
eyeglasses. Her normal attire is a sci-fi t-shirt, cargo
shorts and a pair of boots.
A brilliant geek, who often tosses out pop refer- Campaign Use
ences mingled with high-tech jargon in such a way IT Girl is the super-scientist with elements of being
that even other experts (in either area) can become a cyborg, but with a difference: she’s only a cyborg
confused about which is which. She’s upbeat and when she needs/wants, and even then it’s very
friendly, if not outgoing. She’s just more comfort- modular in nature. This makes a versatile character
able with people approaching her. She’s also savvier type, for players who enjoy a creative array of abili-
than the typical geek, having grown up in a tough ties that changes up regularly. In combat, she’ll draw
neighborhood. Then there’s the heavy crush she has on available tech to become whatever the group
on Jimmy Hazard since her recruitment “dinner,” needs of her, adjusting herself as necessary.
which she doesn’t pursue because of that ‘not outgo- She’s also the geek, with quotes and in-jokes
ing’ thing combined with his womanizing. He’ll drawn from pop culture peppering her speech. She’s
come to her when he’s ready, she consoles herself. not an awkward geek however, but geek chic and
geek cool, with the smarts and know-how to back
Known Abilities: Neesha Briggs is a brilliant it all up. As the resident expert on technology, she
computer engineer and scientist, with an eidetic can usually answer any question the heroes have and
memory and innate understanding of technology, figure out the mystery tech of the plot.
and this alone would make her invaluable to her
teammates. But she also has the ability to incorpo-
rate technological devices into her own body, add- Adventure Seeds
ing their capabilities to hers. She can then apply her IT Girl has incorporated a computer into herself
knowledge to adjust these properties, providing her that just happened to have Micro Mini in it at the
with an almost limitless array of powers. Her only same time. The heroes have to figure out why their
frustration is having difficulty making some of her friend has gone nuts with a whole new personality,
more wild advances work when they’re not grafted while Neesha and Micro Mini have to learn how to
onto her body. undo the damage before it’s too late!
On the other hand: Her ability to become one with Neesha’s being blackmailed by the Scavengers, who
technology lured her into a stronger connection need her to enhance their own group-think. They
with computers. This brings her consciousness onto reveal to her that there is nowhere she can hide her
the Internet, altering and expanding her thought parents from them. How can she protect her fam-
process. This Neesha barely thinks of herself as ily and stop the Scavengers in a way that convinces
a “mere human” anymore, instead focusing her everyone never to try this again, but doesn’t com-
expanded reach, to become the center of a real promise the team’s heroic ideals?
world-wide web of information and espionage. She’s
also become a rallying point for people who see
the virtual world as superior, and the information
superhighway as the only way to live. She’s building
up a cult of personality, like the goddess she believes
herself to be, dedicated to changing the world to fit
the needs of her and her followers.
TITLE: PG: 301
JIMMY HAZARD
Male, 27, 5’10”, 210 lbs., blue eyes, brown hair
Really: James Achilles Hazard the star of the case when it broke open. At first, they
A part of: the Pursuit of Justice; runs his own detec- went their separate ways, because Jimmy’s about the
tive agency, Jimmy Hazard Services money, and the group was about..well, the Pursuit
Based out of: Pasadena, California of Justice. Eventually, they put Jimmy on retainer
Worked as: a private detective and hero for hire because his contacts were just too useful to be with-
Active during: the Silicon Age out. He made it so much easier to convince people
they were a legitimate help, so there it is.
Looks: Jimmy Hazard’s what you call a hottie. Of course, this is Jimmy Hazard. Is this origin
Wavy brown hair, sapphire eyes, that cocky grin that story true? Or media fabrication? Modern urban
really should irritate but instead just melts...sorry, I storytelling to put a shine on the hero of the day?
was saying? Oh right, Jimmy’s a good-looking guy, Does it really matter? Jimmy’s a good guy, with
who dresses in a modern hipster style. Baggy blue sharp looks, a keen eye, a mean punch, and most
suit coat, beige pants, white shirt unbuttoned to important, deep down inside, whether or not he
give a glimpse of the goods beneath, it’s a total pack- denies it, a decent heart.
age. He’s a smooth, suave collection of easy smiles,
strutting, womanizing and adventuring.
Psychology: Jimmy’s very laid back, never letting wrecked homes, finances stolen away and the hopes
himself get too ruffled. From a martini that’s not bound up in that money stolen with them.
dry enough, to an overdue payment, to an alien If this Jimmy got a taste for blood, if he developed
invasion, he’ll get a resolution that makes him a hunger for ending lives, he could become a serial
happy. He likes his ladies, his drinks, and his press, killer the likes of which could frighten the law and
pretty much in that order. He enjoys his money too, super-heroes alike.
but that just enables his lifestyle. Despite all that,
Jimmy is a hero at heart. He stands up for the weak,
defends the innocent, and avenges the persecuted;
Campaign Use
Jimmy Hazard is the super-normal brawler and
he just does it in his own slick fashion. He does get
investigator. He’s the detective of the team, able to
paid for his super-hero work, but the sliding scale
work out mysteries and expose criminals. He’s tough
of his charges would surprise people if they were al-
in a fight, holding his own through decent defenses,
lowed to see his ledgers. He’s reached a point where
high attack bonuses, and combat advantages. How-
the rich people have made him enough money to
ever, his big edge in combat is the Luck power. He
take on plenty of charity cases. Really, that’s why
has all four effects of Luck, and he’s strongest when
he charges his teammates: it gives him the ability to
helping his allies, who can cover for him while hin-
help the poor even more. But you’d never ever get
dering the enemy trying to punch the smirk off his
him to admit it.
face. He jabs and moves, a hit-and-run expert best
in combat helping his super-powered allies.
Known Abilities: Jimmy Hazard is in great physi-
He’s the guy who people like to talk to, even if
cal shape, very athletic and one of the best martial
they think they don’t. He’s happy, relaxed, almost a
artists on the planet. He’s also a keen investigator,
slacker, but he’s very sharp and knows how to apply
with sharp eyes and a glib tongue that can worm out
his laid-back demeanor to disarm wary people. He
all manner of information important to his cases.
should never feel great angst, but melodrama is still
When all else fails, he can shoot and drive with the
possible. After all, he might be a womanizer, but he’s
best of them, too.
not heartless. He’s a scoundrel, not cold, and when
Then there’s the luck. There’s no way a normal
he’s with a woman, she’s the center of his world.
person could survive the things Jimmy’s walked
He’ll be moving on to the next woman to orbit
away from. I don’t know about this super-luck, but
around fairly soon, but never in a way that leaves
I do know that things absolutely go Jimmy’s way.
people angry, hurt or badly off. He’s the guy with
If Jimmy’s in the area, his allies often find things
that annoying talent of leaving friends in the wake
easier on them, and occasionally harder on their
of ended romances.
enemies (another reason he’s kept on retainer by the
Pursuit). Does that make him superhuman? Can he
alter the laws of probability? If you ask Jimmy, he’ll Adventure Seed
shrug, buy you a drink, dance the night away with Someone is collecting Jimmy’s former lady-friends.
you, and leave you waking up in the morning with As they disappear, people are beginning to suspect
a smile. Jimmy is more than just a super-investigator. Do
his fake history and smug grin hide a much more
On the other hand: Jimmy could be a ruthless alarming threat to society? Can the heroes unravel
snake if he applied that glib tongue for self-serving the mystery before Jimmy faces the long arm of the
ends. With his boundless luck, penchant for cons law? If he’s already in prison, the heroes have to do
and athletic gifts, Jimmy could leave a trail of ruin it with limited access to their primary detective,
in his wake. But then again, it might be much while he faces vengeful cell-mates!
worse. Emotional destruction, broken hearts and
304 PG: TITLE:
La DIABOLICA
Female, 31, 6’3”, 185 lbs, red eyes, black hair
Really: Katherine Demers and Catherine DeMarco a victim of demonic possession. An exorcist was
A part of: the Pursuit of Justice dispatched to assist. The exorcist lost control of the
Based out of: Washington D.C. rite with the demon and its enforcer, Catherine De-
Worked as: a nun and a gladiator Marco. With the exorcist brutally killed, Katherine
Active during: the Silicon Age stepped in to save the child. Catherine pleaded with
Katherine to open her soul up to Catherine’s soul to
Looks: Sister Katherine is a demure girl of Italian defeat the other demon. Katherine agreed, and the
descent with brown eyes and chestnut hair. She two souls fused together, giving Katherine the power
wears simple dresses with dull colors, hiding her needed to defeat the demon and save the child. Sis-
looks as best she can so she can serve the people ter Katherine was mortified to find their two spirits
without distraction. That all changes when Cath- fused in her body, while Catherine was delighted to
erine awakens and they become La Diabolica. Her be alive again. They struggle to forge a balance while
hair turns as black as pitch, her eyes burn battling the evils of the world in their distinct ways.
blood red, her skin pales, and she wears
Infernal armor that somehow pro-
tects the body but not her modesty.
Psychology: The two women share the same body Campaign Use
but maintain their separate personalities. They try La Diabolica is a dual being; one devoted to Heav-
to keep things balanced, with Katherine running en, one defying Hell and both seeking the salvation
their private life and Catherine dominating as La of the innocent. She’s a combination of weapons
Diabolica, but key moments or memories that expert and occult specialist. One of her two per-
resonate strongly with either of them can disrupt sonalities is respectful, modest and gentle, the other
that focus. Sister Katherine is calm, introspective hard-bitten, cynical and raucous. She offers a range
and restrained, very much ashamed at the scandal- of options for both role-play and adventure use as a
ous appearance of La Diabolica, and Catherine’s result, good for people who like to straddle divides.
more vulgar entertainments. Catherine is forceful, In combat, she’s a hard-hitting toe-to-toe fighter
demanding and vivacious. She gets a thrill out of with centuries of experience against infernal forces,
embarrassing Katherine in small ways, but would able to dish out and absorb a lot of damage. She’s a
never actively ruin her ability to do good work. The trained gladiatrix however, and not very skilled in
women share a belief in justice and protecting the teamwork, often playing the role of feral striker in a
innocent from the shadow world of sin. battle.
SKILLS COMPLICATIONS
Athletics 4 (+9), Close Combat (Unarmed) 4 (+10), Driven: La Diabolica is ruthless and unforgiving in
Expertise (Hell) 8 (+10), Expertise (Theology) 8 her war on evil, though she has yet to cross the line
(+10), Insight 4 (+7), Intimidation 7 (+10), Per- in taking a life since her return to the world of the
ception 4 (+7), Persuasion 3 (+6/+8 w/Attractive), living.
Ranged Combat (Thrown) 6 (+9), Treatment 4 (+6)
Flashbacks: Catherine spent centuries in Hell, bat-
ADVANTAGES tling to rescue lost innocents from demonic realms.
All-Out Attack, Assessment, Attractive, Close Her time as an infernal gladiator haunts her dreams,
Attack 6 (Limited—not for Unarmed), Fascinate and can seep out during similar events.
(Persuasion), Favored Foes (Demons), Fearless,
Improved Disarm, Improved Trip, Power Attack, Motivation—Justice: La Diabolica seeks out the
Ranged Attack 2, Seize Initiative, Takedown 2, wicked with a relentless need to redeem her sins,
Throwing Mastery 2, Uncanny Dodge housed in the body of Sister Katherine, who like-
wise seeks redemption.
RESPLANDORA
Female, 30, 5’4”, 140 lbs., bright green eyes, black hair with streaks of red and yellow
Really: Teresa Mendez threw herself into with abandon and the press was
A part of: the Pursuit of Justice there to capture every moment of it for a voyeuristic
Based out of: Hollywood, California public.
Worked as: a spokesmodel Tabloids screamed headlines about wild parties,
Active during: the Silicon Age drunken binges and sex scandals, nothing conclu-
sive but they sold out. She learned not to confirm or
Looks: Poured into a short-cropped bodysuit with deny any of it, since it only increased her fame and
a swirling flame pattern, Teresa has become one she liked that. By the time she joined the Pursuit of
of the most stunningly beautiful women in the Justice as its venerated veteran, Teresa Mendez was
world. Bright green eyes glittering in her radiance, at the apex of her popularity. Who knows how she’ll
full black hair streaked in yellow and red sweeping handle the inevitable crash once the media finds its
across her shoulders and upper back, and smooth next hot thing or her act goes too far, but I hope
dusky skin combine to make her one of this age’s there’s enough of the little girl from Havana left in
sexy icons, something she knows, and revels in. her to weather the storm.
ROTOSCOPE
Hermaphrodite, age unknown, 6’0”, 200 lbs., brown eyes, bald
Really: unknown ing carved up by a street gang, Rotoscope discovered
A part of: the Pursuit of Justice hir powers; hir zoological knowledge granting the
Based out of: Washington D.C. new body animalistic abilities. Rotoscope swiped
Worked as: a super-hero with tiger claws, and saw a black-and-orange striped
Active during: the Silicon Age paw superimposed over the forearm. Luckily for all
involved, Synapse was one of hir doctors. He ar-
Looks: Rotoscope is an intersex person with a full ranged for hir to join the Pursuit of Justice.
range of private parts to prove it. Hir appearance is Rotoscope has found a name for hirself, and come
smooth and pale, tall and willowy despite having to deal with hir powers. Rotoscope enjoys the super-
some decent heft and nicely formed muscles. Roto- heroic life and hir friends on the team, because the
scope is bald, with watery-brown eyes that seem a troubled soul can lose hirself in the action.
little large, but maybe it’s because so much of hir is
slender and petite for a six foot tall person able to
lift two hundred pounds.
Psychology: Rotoscope is an extremely confused and help their lives be better. Time with the heroes
individual. He has no idea if he was male or female will help hir to come out of the shell, to make a
before the accident, or if he’s a he or she now, and place for hirself and become even stronger, if given
how to behave. That’s on top of the amnesia that the chance. Tackling the more serious subject mat-
keeps the hero from knowing how this state came ters of gender identity, tolerance and social justice
to be. Rotoscope is slow to trust and slower to are also obvious routes with this character. Hir
make friends, and tends to be shy and withdrawn. powers seem subtle, but are strong and versatile as
She gets hir greatest pleasure from being the hero well, able to take a number of roles in combat and
Rotoscope, often accepted for hir deeds despite the in adventures, limited only by final point costs and
controversy around hir physical state. When he’s in the player’s imagination.
super-hero mode, he knows hir purpose: protect the
weak.
Adventure Seeds
Rotoscope’s wife shows up with his son, having
Known Abilities: Rotoscope’s power is to manifest
finally tracked her husband down. She is trying to
animal characteristics over hir body. She can mix
adjust to the changes that have struck him, but is
and match any combination of abilities found in the
determined to reach the man he was and restore
animal kingdom, allowing hir to fly, gain tremen-
her family. She has information that helps him, and
dous strength or speed, use nightvision lenses, and
Rotoscope is swept up in a tempest of greater confu-
so forth. There’s a subtle imposition of the creatures’
sion, but what if the other heroes are suspicious?
distinctive markings and colorations when adopting
Are they right? Does something about her tip off
these gifts as well, though Rotoscope always remains
Jimmy Hazard, womanizer? Is there something not
at hir size, weight and human shape. Something
quite right in the boy? If they aren’t who they say
about this power also enables hir to understand and
they are, what are they trying to accomplish?
read all Earthly languages, and speak to anyone.
In fact, Rotoscope can somehow speak different
Rotoscope is on the trail of a group of exotic animal
languages at the same time, and that’s freaky. This
smugglers, only to be confronted by human-animal
universal translation also seems to work on animals,
hybrids defending them. Who is behind the smug-
which makes only makes sense.
gling ring, and what are they hoping to accomplish
with the hybrids? And what happens if the heroes
On the other hand: An angry, confused, amnesiac
realize that the technology of the hybrids is only a
Rotoscope could become a terrifying wanderer, per-
step or two away from Rotoscope’s own abilities?
petually lost, lacking in companionship and feared
by a society that can’t, and won’t, understand hir.
With the powers at hir command, this Rotoscope
would become the Frankenstein monster many fear
she already is, and only blood and grief can come in
hir presence.
Campaign Use
Rotoscope is the oddball of the Pursuit of Justice,
the character with a lost background and a confus-
ing current state. Despite not knowing where and
how he or she fits into things, Rotoscope has the
biggest heart and clearest directive: protect people
TITLE: PG: 313
SKYSCRAPER
Male, 16, 12’, approximately 3,000 lbs., black eyes, no hair
Really: Deion Hiller stood back up, an “urban elemental” ready to put
A part of: the Pursuit of Justice his tremendous strength to the cause of justice in
Based out of: Brooklyn, New York spite of being disoriented and confused.
Worked as: high school student After the Lord in Scarlet and its Crimson City had
Active during: the Silicon Age been driven back, the Pursuit of Justice stayed to-
gether as a new team for a new age, and Skyscraper
Looks: Deion Hiller is a sixteen-year old African- joined right up. Despite everything, he was eager
American with no particularly distinguishing and excited to lend his power to the cause. Just so
features. That is, until the day he got caught up in long as everyone understood that he still had school
a battle for reality, and had a building charged with to attend, and college in his future.
strange energies crash onto him. When he stood
back up, he was transformed into a twelve foot tall
humanoid, over a ton in weight, composed of urban
rubble. Concrete, cement, brick, stone, broken
I-beams, shards of glass, lengths of torn pipe, you
name it, it’s part of Skyscraper’s body now.
SYNAPSE
Male, 32, 5’7”, 175 lbs., hazel eyes, dull brown hair
Really: Doctor Stephen Starling synaptic messages, and manipulate the information
A part of: the Pursuit of Justice fed to the brain. He was nearly driven mad by the
Based out of: Washington D.C. initial experiences, but was helped by Resplandora
Worked as: a psychologist during a scheme by Scatterbrain. Teresa offered to
Active during: the Silicon Age help him control his powers, and designed a cos-
tume for him. He’s unsure about being a super-hero,
Looks: Synapse is a rather good-looking guy, with a but protecting the innocent and supporting their
decent build, pretty hazel eyes and brown hair that superhuman defenders sits well with his Hippocratic
just doesn’t do anything to help him. His costume Oath. His time with the Pursuit of Justice and their
is a simple pale yellow top with thin angular black enemies helps enhance his understanding of his
lines to accent part of the chest. He wears a dark medical fields, and he does enjoy being able to talk
green domino mask with a similar-color belt, du- with people who see the world in the same superhu-
rable pants, gloves and boots. man way he does. He fights the good fight, collect-
ing his data for the research papers to come.
Known History: Stephen Starling was always
fascinated by the human brain: how it worked,
processed information, perceived the world, helped
a person to interact with it, and how that percep-
tion changed from person to person. It came as no
surprise to anyone that he pressed his genius
toward the goal of graduating high school as
fast as possible, so he could move on to college,
medical school, then residency. He conquered
this path by the age of 26, a nearly-unheard of
speed to be able to practice his specialty of neu-
rosurgery. He then began a true exploration of
the human brain, wandering into the associated
fields of psychiatry and metahuman physiology.
Stephen began to design new instruments to
measure and gauge brain activity, to read the nu-
ances of its communications system. The design
seemed effective, but too slow to capture the true
“speed of thought” of synaptic responses. He minia-
turized the designs, and with the help of a partner,
implanted them along his temple and attached them
to his own nervous system. It worked better than
he ever expected. His brain was opened to whole
new vistas of mental awareness. He learned he could
project his neural commands into others, read their
318 PG: TITLE:
Psychology: Stephen’s a consummate professional, lucky to be able to tell you what day of the week it
a medical doctor through and through, viewing the was, while making it almost impossible for authori-
world with a concern for overall health and well-be- ties to find him. Now he’s turning his attention on
ing. He’s something of a control freak, not surpris- the superhumans.
ing considering the amount of power he could wield
over people if he let himself go wild. Therefore, he
keeps himself restrained, “uptight” according to
Campaign Use
Synapse is a support character who is best at staying
teammates, but he’s okay with that. He knows it’s
away from direct combat and affecting enemies to
all in good fun, and he can enjoy his time with his
put them at severe disadvantages. Stephen doesn’t
peers. He is a dedicated physician, focused on help-
enjoy doing what he does to people’s minds, but he
ing his patients and resolving medical dilemmas.
sure as heck is going to take notes about the results.
He acts like he’s using the whole super-hero scene
Even so, he is compassionate about his teammates
to gather up precious research data. The truth is,
and their health, both physical and mental. He finds
the team wants for nothing to keep them organized
Rotoscope absolutely fascinating and, possibly, his
thanks to his personal resources, which show he’s
own magnum opus of studies.
really whole-heartedly into the their endeavors.
Torchbearers
of The
Silicon Age
TITLE: PG: 321
ABBIE GIBBONS
Female, 17, 5’8”, 175 lbs., black hair, green eyes
A part of: the Torchbearers Institute this lifestyle. It wasn’t a voice, per se. At least that’s
Based out of: Long Island, New York what she says. It was just a comforting sense in the
Worked as: a high school student, part-time com- shadows, an extra freedom in the night that spoke
puter troubleshooter and apprentice adventurer to her heart. The gloom (as she called it) took care
Active during: the Silicon Age of her, she realized, especially after a broken bottle
gashed her leg badly due to a mistimed prank while
Looks: Abbie Gibbons is a seventeen-year old out with some friends. By the time she rolled her
woman of average build, with wavy black hair that pantleg up to check it out, it had nearly healed
she usually ties into dual ponytails stretching to her completely. In secret, she tested out this healing,
mid-back. She’s got sparkling green eyes that catch discovering her recuperative speed in the dark. She
the gaze easily, and pale olive skin made even lighter had a lot to explain about her cutting exercises
by the heavy black eyeliner and lipstick she pre-
fers. It’s all part of her goth look, one that suits her
well, relying on raven-blacks and blood-reds for her
clothing, and almost never without her black lace,
finger-less elbow gloves. She makes sure to don her
hardened combat boots when she’s lacing up for su-
perhero duty, the only nod to a costume she allows.
when they wouldn’t heal in the light. After that, she as anything. Whatever the cause, the results are one
was more careful about practicing. very lucky young woman, who gets away with much
When she was caught up in a battle between the more than people would expect.
Torchbearers and Doctor Colony, she discovered When relying on the gloom, she becomes next
what else the cool, supportive gloom could do: she to impossible to affect with superhuman powers.
was able to call on its help to keep her safe from the This mainly seems to affect natural powers and gifts
massive powers being thrown around her. Acting (mutant, mystical, psionic, etc.). This is a field that
quickly, she helped save a number of people also extends up to sixty feet around her, which becomes
surrounded by the fight, and even rescued victims shadowy like an overcast day. At the same time,
caught up by Colony’s hive molders. It seems this she shimmers like mother-of-pearl, and it’s really
gloomy field cocooned her in pearlescent splendor, quite pretty. This field even works on indirect power
and prevented the powers from touching her. She effects, though the more metaphorical steps away
figures the gloom helps her cheat reality and get from Abbie a power gets, the more likely it is to
away with being super-lucky, but the Torchbear- continue working. The gloom also helps to heal her
ers aren’t sure that’s the right answer. To help sort quicker than normal, but that takes a much deeper
this out, they invited her to join their Torchbearers darkness than the field she generates. It needs at
Institute, a new school for would-be superheroes least the equivalent of night-time before the regener-
to master their powers in a safe environment. She ation kicks in, but when it does, she heals even bad
agreed only if she didn’t have to pick one of those wounds in minutes. Aside from these powers, her
silly names and put on all that spandex. This girl luck helps to make her very agile and coordinated.
wasn’t turning her back on her goth patronage. She has an incredible knack for throwing weapons
and has taken up using Lone Jack’s old battle discs
Psychology: Abbie is a mixture of tough girl, rebel, from the trophy room. She is nearly as effective
sprite and computer nerd. She loves being active, throwing...just about anything she can pick up,
and enjoys being mischievous about it, especially as actually. More of that incredible luck it seems. She’s
she can recover quickly in the right environment. also skilled at wrestling, even participating in her
Between her gloom and her darkness-based regen- high school team. [Her gloomy field provides Per-
eration, she has very little fear. Coupled with her ception -2 to Vision checks in the area, but because
youthful abandon, she is fully-seized of the idea that of her mother-of-pearl glow, any checks against her
she’s immortal. She’ll take risks that make others are unaffected by the gloom. Her Nullify Powers
blanch, but she’s not stupid. She can think ahead, work against anything that will affect her, directly
she just chooses not to let any chance of success or indirectly. She can try to nullify an area affect at-
slip out of her grip. She’s friendly and upbeat, but tack that might strike her, or prevent an energy bolt
has little regard for rules and restrictions. She won’t that could knock a building onto her, for example.
break laws, or straight-out defy authority, but she Her gloom field is not dark enough to activate her
gets plenty of joy out of bending laws or tweaking regeneration.]
noses.
On the other hand: Abbie could have embraced
Known Abilities: Abbie’s source of power remains the gloom much more deeply in other Earths. Such
a mystery. There’s no defining moment that granted parallels could find it to be the dark (rather than the
her these abilities, nor does she register as a mutant, gloom), and darken her personality as well. She’s
alien or the like. She believes the gloom (as she still mischievous, even spritely, but tinged with
cheerily calls it) lets her hide from the sight of the much more coldness and calculated cruelty. This
universe and cheat it. While her teachers try to find Abbie would become a supervillain groupie of sorts,
a more satisfactory explanation, this works as well following the bad guys for when the battle breaks
TITLE: PG: 323
out, and then using her powers as a wild card for insist on infiltrating with her to find out? Who
both sides. This would only enhance the injuries could have put the machinery in place, and what are
and destruction, and make her black soul sing with Abbie’s fellow students being conditioned to do?
the carnage.
A night out on the town with her goth friends
brings Abbie into contact with the new girl in town:
Campaign Use Sister Shadow! She’s got the gloom as well, and the
Abbie is an interesting take on the typical defensive
two should hit it off, but Sister Shadow embraces
style of character. Her powers enable her to keep
the gloom in all the wrong ways. She turns her
getting back into the fight, and to make it hard for
cheat codes on innocent people, enriching herself
the villains to hurt people she’s actively protecting.
in the process. Sister Shadow insists that the gloom
With her Throwing Mastery advantage and the
speaks these things to her, convincing her to do it,
battle discs, she can even provide some nice attack
and now Abbie has a rival (maybe an arch-enemy,
support for more offensive-oriented characters. In a
depending on this initial meeting) with her gifts
fight, she’ll usually keep moving around the battle-
but corrupted and cruel. Abbie’s starting to worry
field as much as possible and rely on her powers and
that the gloom may become more vocal, and more
defenses to get her where she needs to be, to pro-
insistent with her as well, unless she can get to the
tect people or block enemies. For a less physically
bottom of the mystery!
powerful character, she’s got an effective grapple set,
allowing her to pin down faster opponents for the
slower-moving bricks on her team. Customization Notes
Story-wise, Abbie is wide open. She’s the archetyp-
al “immortal teenager” with no fear for the results of
her actions, but she’s not stupid and she’s not mean.
She’s goth, but not angsty and woe-filled; instead
she embraces the rebellious and challenging aspects
of her lifestyle, making others work harder to prove
themselves. That’s just a good thing, in her mind.
She needs to learn to become a team player, and
needs to learn responsibility, giving plenty of dif-
ferent directions for plotlines. And then there’s the
gloom: what is the source of her powers, and is it
something that her teachers and teammates should
worry about?
Adventure Seeds
Abbie’s friend Armory comes to her away from the
Institute and shows her evidence that the teachers
are actually brainwashing their students. She shows
Abbie the blueprints for the sleep-conditioning ma-
chinery, and Abbie can’t deny its purpose. Finally,
Armory has the proof of the heroes’ treachery and
wants to go in to expose them for good, but Abbie
can’t believe it’s true. Can she convince her friend to
give her the time to investigate deeper? Will Armory
324 PG: TITLE:
BAI JI GUAN
Male, 38, 6’1”, 200 lbs., black eyes, black hair
Really: Bai Leng to the School’s knowledge, so departed to put these
A part of: the Torchbearers as a reserve member skills to good use. He found he couldn’t return to
Based out of: the People’s Republic of China farming; he could do too much more to aid others,
Worked as: an adventurer while doing various odd and instead, took to the roads. He became a folk
jobs; formerly a farmer hero to the Chinese people, wandering the land and
Active during: the Silicon Age aiding those in trouble. He was given the alias of
Bai Ji Guan, for his courageous defense of the peo-
Looks: Bai Leng is a distinguished looking older ple from terrible threats in an age of struggle; and
gentleman, tall for his ethnicity, often standing his love of the tea, named after a legendary rooster
nearly a half-foot taller than people around him. that died guarding its young from a powerful eagle.
He has black hair that’s just hinting at gray, shorn He was also a reserve member of the Torchbearers,
close to his head, and piercing black eyes that are helping them when they needed the extra strength,
constantly searching around him. He’s broad shoul- but he preferred not to leave his home permanently.
dered, and prefers to wear loose tunics and blousy
pants that enhance a certain softness and hide the
strong body beneath.
Independents
of The
Silicon Age
TITLE: PG: 329
ARMORY
Female, 24, 5’8”, 170 lbs., brown hair, blue eyes
Really: Megan Jones was taken down, the alien suit driven into retreat
A part of: no team and leaving its host paralyzed for life. It also killed
Based out of: Colesville, NY April Jones, her broken body barely visible as Cyber-
Worked as: college student and part-time mechanic Commando stood triumphantly for a photo op over
Active during: the Silicon Age the broken villain.
The family was devastated. David recovered
Looks: Megan Jones is a classic tomboy, with light over time, but Megan couldn’t. She put her smarts
hair bobbed short, bright blue eyes and a smudge toward making a counter to the rampant superhu-
of oil on her cheek, off-setting the button nose and mans, and their terrible fights. David noticed how
making her absolutely adorable. Not that she’d ever withdrawn she’d become, how she threw herself into
notice that. She stomps around like an oversized her schoolwork while diving into the depths of the
pro wrestler, in her stained coveralls, gray t-shirt junkyard with a different kind of fervor. He listened
(that was white once upon a time), and battered to her talk about how all superhumans were callous
workboots, eager to get her calloused fingers on any monsters that ignored “the mundanes,” and needed
machine or electronics she’s never seen before, to
learn all about it.
to be put in their place. She could never forgive the ability. She’s slowly training herself in other areas of
heroes, and had no mercy for the villains. She slowly vigilante activity, such as stealth and investigation as
fused those wonderfully unique pieces of junk she well.
acquired, turning them into the villain’s worst night- Armory’s abilities come from her powered walk-
mares. Megan won a scholarship to Cornell Univer- ing tank, what they’d call a mecha in Japan. It’s
sity, prepared to take the next step in her agenda: huge, twenty feet in height, and heavily armored.
the job of protecting the unpowered might be too The cockpit in its chest contains advanced heads-
large for her alone, but she knew her father would up displays, and is a sealed environment. Powerful
never approve of the massive assault vehicle she had thrusters along its length allow it to fly at surprising
built for this purpose. When she saw her friend speed for its bulk and shape. Most impressive is the
Abbie Gibbons rescuing people caught between array of weaponry she’s laid into it (being the gun
Dr. Colony and the Torchbearers, she knew that bunny that she is). Included are a large-caliber ma-
they didn’t just share a passion for electronics, they chine gun, a prototype laser beam, a flamethrower,
shared a desire to protect people. She trusted Ab- and an autocannon that can fire on its own while
bie with her secret, and Abbie in turn feeds Megan she focuses with her laser. In time, this mecha will
information from the Torchbearers Institute, both only become more powerful and versatile, without
for training and for emergency alerts. Armed with question.
this inside information, Megan made her public de-
but as the Guardian of the Innocent, Armory! She’s On the other hand: Megan’s life is already heading
unaware that David has found her hidden base and down a darker path. Branches not too far from this
powered suit, and stands by in case he can help his main timeline show where this can go; an Armory
little girl, or call in the authorities if she steps over who actively hunts down any superhuman she can
the line. find, hero or villain. This Armory has managed to
acquire some level of popularity among others who
Psychology: Megan is a troubled young girl work- think like she does, that all superhumans need to go
ing too hard to learn everything she can, sacrificing away forever, and the support she receives enables
a normal teenaged life in order to become Armory. her to elude justice. This is a lonely, mean, hard
She doesn’t trust superheroes, with the exception woman teetering on the edge of all-out insanity.
of Abbie. She has great hatred for the villains, and
doesn’t hold anything back when engaging them in
combat. If she were to kill any of them, she’s sure
Campaign Use
Armory stands as a loner policing the super-police.
she wouldn’t care at all, but so far she’s not reached
She’s built a big, intimidating, powerful suit of
that line. Whether she could become that stone cold
armor to protect normal people during battles, and
a killer is unknown, but with her father and her
goes after villains (and “heroes”) without regard
friend, it’s possible she could step away from this
for their actions. She’s a hard young woman, who
bitter edge. When she gives herself a chance, she can
could get a chance to heal and become a true hero-
be friendly, fun and excitable, but these days are rare
ine, or become more vicious, and walk a bloodier
right now. It’s ironic that she has much of the angst
path. Her story potential in a campaign is rife with
and petulance that one normally associates with her
growth, and object lessons on the nature of power,
goth friend.
consequences, and social responsibility.
In combat, she’s a tank. Literally, she’s a big walk-
Known Abilities: Megan Jones is a brilliant young
ing tank, and will sweep minor support away with
woman, with an instinctive knowledge of engineer-
her flamethrowers first, then face bigger targets
ing and robotics, and a passionate love of firearms
with the best weapon for the job. She enjoys guns,
at every size. This love translates to a decent natural
TITLE: PG: 331
Customization Notes
332 PG: TITLE:
Villains
of The
Silicon Age
334 PG: TITLE:
BRICKYARD
Male, 19, 6’10”, 450 lbs., red, none, brick skin
Really: DaMarcus Rodden in the brick and mortar of his murder, and stalked
A part of: no regular organization away from the wreckage as the monster Brickyard.
Based out of: Harlem, New York He quickly put his power and anger toward getting
Worked as: a gangster revenge on those who killed him, and rebuilding
Active during: the Silicon Age what was taken from him.
Psychology: DaMarcus Rodden’s a bad guy, just This monster is nearly mindless, a furious tempest
ask him. Even before his death, he liked shoving of urban materials desperate to cause bloodshed.
people around, beating up the ones who ticked him This Brickyard could become even larger, and more
off, and taking whatever he needed to make his life monstrous as he adds the ruins of his rages to his
better. He wanted the things that impressed people: form.
good clothes, piles of bling, a pimped out sports car
slung low, all of that stored in his grimy, rundown
apartment.
Campaign Use
Brickyard is a super-strong enemy for Skyscraper
His resurrection hasn’t changed him at all. He
and a tough battle for a group of heroes. He’s...well,
likes all the trophies of a successful gangster, and
a brick, and he’s good at it. He has a couple of neat
even tries to wear the gold and the clothes, no mat-
combat tricks to make him more dangerous, and
ter how absurd they look on him. He collected his
enough intelligence to know how to be an effective
old crew and plots against the crime boss who had
small-time hood. This gives him a hook to stories
him killed, but Rodden’s not dumb. Despite all his
other than just breaking into really tough banks
raw power, he knows that the boss has bigger bosses
or jewelry stores. Because of his background, he’s
behind him, with more resources. When Brickyard’s
a gang war waiting to break out. He just needs to
ready to go to war, he will, and enjoy the bloodshed
identify the people who back his killer, and how to
he’ll cause. For now he smartly bides his time gath-
handle them, then it’s time for blood on the streets.
ering people and favors, and taking his frustrations
out on smaller targets.
Adventure Seeds
Known Abilities: Brickyard is very strong and hard Brickyard is being hunted by strange creatures that
to hurt, thanks to the fact that his body is a pile have nothing to do with his life on the streets. They
of bricks. He can lift up to fifty tons, and punch come equipped to capture or harm him, and he’s
through some of the hardest materials around. His running scared. The heroes have to protect him
blows can actually damage a target’s structural integ- from the mysterious attackers, and figure out where
rity. He can ignore nearly any normal weapon, and they’re coming from and what they’re up to! Per-
he no longer needs to eat or breathe. Along with his haps there’s a sliver of the Lord in Scarlet trapped in
invulnerable body, the bricks seem to have armored Brickyard’s form, and they’re part of his army eager
his spirit, and people who affect emotions have to retrieve it! If that’s the case, is the same true of
claimed to find it impossible to move him in that Skyscraper? Are they closer to “blood brothers” than
way as well. He can move through brick and stone they could have imagined?
as if swimming in water, as well as see through such
objects. Given enough time and source material, he Brickyard’s current body reformed from the local
can reform his body from seeming destruction. construction site as usual, but this time there was
He’s also developed a couple of very useful tricks a piece of Skyscraper in the mix. Now Brickyard
with his powers. The first is a choking cloud of par- discovers he can sense Skyscraper’s thoughts, giving
ticles he releases with a clap of his hands or stomp him advance warning of his foes. Can Brickyard
of his foot. Second, he can jam his fists into stone, take advantage of the situation, maybe even against
concrete, cement or like material and cause it to the crime family that killed him? What if that same
crash like a tidal wave over a large area. piece of Skyscraper is starting to work other changes
to Brickyard, making him see the world differently,
On the other hand: Brickyard awakens full of pain and giving him a conscience?
and rage, storming off into the world with noth-
ing but the desire to break and hurt, maim and kill.
336 PG: TITLE:
DOCTOR COLONY
Male, 38, 5’10”, 185 lbs., brown eyes, black hair
Really: Dr. Alexander Jacobson what remained of his sanity. Doctor Colony was
A part of: no team. born that day, a villain with a need to expand his
Based out of: Providence, Rhode Island resources in order to push the resonator and related
Worked as: a theoretical physicist research further. Dr. Colony feels with human-
Active during: the Silicon Age ity merged into the insects, Earth will awaken to a
greater reality, and Dr. Colony will at last be able to
Looks: No matter how nutty he went, he liked to free the people, bringing them kicking and scream-
dress well, favoring simple monochrome attire, most ing into a glorious future.
often grays and dark reds. Taking a look at him, no
one could guess he was a raving lunatic.
Psychology: Dr. Colony is insane. He’s cool and harder to anticipate oroutsmart, and pretty much
rational, which throws people at first. He doesn’t impossible to reach intellectually or emotionally.
rant, rave, or froth at the mouth. He’s clean, healthy,
and educated, more than capable of presenting his
arguments as a series of cogent points that he builds
Campaign Use
Doctor Colony is a mad scientist with the flavoring
into a coherent rationale, for merging humanity
of “Things Man Was Not Meant to Know” in his
with a race of insects from the astral plane in order
powers and plots. He’s a scientist character without
to awaken us to a greater cosmic awareness. See
a trace of magic in him, and wishes to help human-
what I mean? If anything, his insanity is scarier than
ity ascend to something greater. To do this, he has
the frothing at the mouth kind, because you can get
to combine them with monstrous inter-dimensional
drawn into his reasoning long before you realize he’s
aliens, but that’s what mad scientists do. Using
a complete nutcase.
Doctor Colony can take some work on the game
master’s part, since his powers are very flexible. If
Known Abilities: Doctor Colony is one of the
the idea is to race against a plot of Colony’s, then
smartest people in history, but otherwise, he’s a nor-
he should start at very little with his Variable power
mal human being. It’s believed he has latent psychic
and Affliction, gathering power as his plot is ad-
powers, but that’s a guess at best. He is the foremost
vanced. This can give the players a chance to keep
authority on dimensional physics.
him from becoming very powerful at all, and makes
With his high-realm resonator, Dr. Colony be-
it a suspenseful game of move and counter-move.
comes a genuinely dangerous man. The resonator
Dr. Colony can also be brought on board ready
gives Dr. Colony the ability to release various astral
for action. He can already have four Afflicted
insects onto our level of reality. His “jabber bugs” al-
characters already at his side, and this gives him full
low him to read minds and project his thoughts into
access to his Ascension Beetles power to start. This is
the minds of others, even across dimensional barri-
a good option for a combat-heavy adventure, where
ers. By drawing down a swarm of “armor wasps” he
Colony has to stand up to a group of heroes looking
can protect himself from damage, and he can release
for an epic fight.
“hive molders” against other people, using these
It is important that he already have the stats
strange cocooning creatures to remake the target
plotted out for what he wants Dr. Colony’s Vari-
into any manner of abomination. This also remakes
able to give him, as well as what kind of creatures
their minds to be obedient to Dr. Colony. With
he’ll mold Afflicted characters into. These are not
each victim he remakes, he can contact “ascension
things that should be figured out during play, and it
beetles” to graft new appendages or attributes to his
fits Dr. Colony, who is a planner. He’ll want to be
own body, granting him any number of frighten-
prepared with the astral insects anyway, since only
ing, powers. The biggest limit Dr. Colony has when
by knowing them in advance can he be sure to keep
using the resonator is his own paranoia, that the
them controlled, and not controlling him.
insects are absorbing his will into their hive nature,
On Dr. Colony’s sheet: his Intellect 6 is just a
something Jacobson refuses to allow.
starting point. He is meant to be one of the most
brilliant people in the campaign, and game masters
On the other hand: Already claimed by these astral
should adjust this score to match that statement. He
insects, Dr. Colony is no longer human, not even
starts as a 6 in this book as a good middle ground,
in appearance. Instead, it continues to draw more
but since raising or lowering the score doesn’t
insects into this world, adding to its power and
impact any combat or power effect directly, just
monstrous form, while spreading its influence across
add Intellect ranks to match individual campaign
more and more people. Dr. Colony no longer has
numbers.
any common ground with humanity, making it
TITLE: PG: 339
Power Points: Abilities 34 + Powers 104 + Advantages 6 + Skills 28 + Defenses 28 = 200 points
340 PG: TITLE:
LADY HANNE
Female, 24, 6’3”, 210 lbs., ice blue eyes, platinum blond hair
Really: Johanne Vogel could muster. When her eyes opened a few mo-
A part of: the Red and Anarchist Skinheads ments later, she was stunned to discover she was un-
Based out of: Fritzlar, Hesse, Germany harmed. Not just unharmed, but stronger than ever.
Worked as: a photographer She clutched the spear she’d seen in her near-death
Active during: the Silicon Age experience, she stood a half a foot taller, and had
more muscles than she knew existed. She was now
Looks: Lady Hanne is one big woman. She’s every a Chooser of the Slain. She grinned as she punished
bit as powerful as she appears, and that’s a lot. She’s the racist scum that had stabbed her in the back,
six-foot three inches tall, and over two hundred then took one of their motorcycles as her war prize
pounds of solid muscle. She has brilliant blue eyes before flying into the night sky. Now she’d show the
as clear as ice that bore straight through you, and world her philosophy properly. Now she’d show
platinum blond hair shorn close to her skull save that might did make right. And she would
for a thick lock that hangs over her brow. She wears topple the corrupt powers of the world, free-
typical anarchist skinhead garb, including simple ing the people from the yoke of cruelty.
dark-colored sleeveless t-shirts, suspenders hold-
ing up black heavy jeans, and thick steel-toed work
boots.
Psychology: Lady Hanne is a strong, confident right, and starts to forge a kingdom of death on
woman with a dual mission. Her first she has em- Earth. She could easily cut a swath through Europe,
braced from the very start: to topple authority, and her speed, strength and deadly gaze downing resis-
make people responsible for themselves. She fully tance and building an empire of her very own.
believes that without governments, corporations and
organized religions, people will find the strength to
make themselves strong and become responsible to
Campaign Use
Lady Hanne is a powerhouse who can be used for
each other. Her other mission was thrust on her by
standard magical plots that rely on her Valkyrie mis-
claiming the Valkyrie’s spear: choosing the dead and
sion, or ones that lean toward her political aspira-
sending them to their rewards. She’s not happy with
tions of a social anarchy that improves the world.
this task, but she embraces the power it gives her. It
Her strength and death powers make her a tough
has taught her that might not just makes right, but
foe in combat, and when she appears on the scene,
gives her the duty to watch over those who lack that
heroes (and their players) can never be sure which
might themselves. She’s a stern, hard woman, always
mission she’s on. This unpredictability can add an
ready for a fight, especially if it involves either of
edge to her encounters.
her missions. She does know how to party though,
and it can sometimes be harder on her surroundings
For story value, Lady Hanne offers a look at a sub-
when she’s socializing.
culture that’s marginalized into one stereotype. She
gives a peek into angry young political firebrands,
Known Abilities: Lady Hanne possesses the powers
and the skinhead sub-culture, as an honorable vil-
of a Valkyrie, one of the Choosers of the Slain from
lain. Lady Hanne’s not, strictly speaking, evil. She’s
Norse mythology. The spear she apparently claimed
a killer and often considered a terrorist, but she has
from the Valkyrie that came to take her has granted
an honest desire to protect oppressed “under-class-
her tremendous physical gifts, including superhu-
es”, and to see justice done against what she sees as
man strength and resistance to damage. Most small
worse villains. She’s not against teaming up with
arms fire is unable to even bruise her. She’s immune
heroes to take down bigger threats, especially those
to disease and high pressure, and she hasn’t seemed
that work against her aims, and she’s determined to
to age a day since she received her spear. She can fly
be as honorable and truthful as possible, to show
her motorcycle into the air at tremendous speeds,
that a person doesn’t need society’s rules to be good.
reaching mach 10. The most dangerous powers
come from her spear, with a gaze that weakens a
person’s body, and the ability to inflict tremendous Adventure Seed
injuries. On the other hand, if Lady Hanne chooses The Valkyrie denied by Lady Hanne has come back
otherwise, she can restore a person to health, even for her spear. She’s been working out all this time,
resurrecting a recently dead person. increasing her own physical power and learning
Aside from this array of powers, Lady Hanne is a new, modern weapons. She’s ready to even the score,
very skilled fighter, and nearly peerless in her prow- and the heroes have to decide if they should get
ess with spears in particular. She’s a savvy political between two touchy Choosers of the Slain. It’s very
activist and artist as well. likely one of them will be murdered by the end of
the fight, drawing in heroes with a strong sense of
On the other hand: it could become much worse law and order; there are people who will be caught
if more of the Valkyrie won out in the battle. Stuck up between them who need saving; and finally, for
in the back by a treacherous fellow skinhead, and all her faults, Lady Hanne is a human, with human
come into possession of powers over life and death, feelings and connections. The Valkyrie is a death
this time Lady Hanne decides that her might makes goddess, and a vengeful, bitter one at that.
342 PG: TITLE:
MICRO MINI
Female, 20, 5’2”, 105 lbs., blue eyes, blond hair
Really: Bess Summers the laser system. It took her a long time to figure
A part of: no criminal organization how to get out and return herself to normal size.
Based out of: Charlotte, North Carolina Bess realized there was only really one use for
Worked as: a college student such a great power: get rich quick as an “informa-
Active during: the Silicon Age tion broker,” selling data that she stole—took—no,
SKILLS
Acrobatics 5 (+11), Athletics 3 (+5), Close Combat
(Stun Gun) 4 (+6), Deception 8 (+8), Expertise
(Electronics) 6 (+9), Expertise (Streetwise) 4 (+7),
Perception 4 (+6), Ranged Combat (Taser) 6 (+9),
Sleight of Hand 6 (+9), Stealth 4 (+10), Technology
4 (+7)
ADVANTAGES
Close Attack 3, Defensive Roll 3, Equipment 4,
Improvised Tools, Move-by Action, Power Attack
ROCKSTAR
Male, 64, 5’10”, 163 lbs., blue eyes, light brown hair
Really: Danny Arkansas clean and pure, and they shared it. It was then he
The leader of: his own network of devoted groupies claimed to see Gaea, the spirit of the Earth, and she
Based out of: Forest Hills, New York tasked him to protect her. Others claim it was the
Worked as: a musician and environmentalist; later drug at work, but whatever it was, he developed the
an eco-terrorist ability to manipulate earth and to summon earth
Active during: the Silicon Age elementals. Already a believer in the green move-
ment, now he became the super-powered champion
Looks: Rockstar is an aging rock n’ roll musician, of eco-terrorists; sabotaging fuel plants, strip mining
in his early sixties and looking it, with blue eyes operations, unchecked logging or anything else that
and fluffy, light brown, spiked hair. His costume is hurts his beloved Mother Nature.
merely his stage outfit - a short jacket with no shirt
underneath, flared pants with rhinestones along the
legs, and platform boots. A life of partying hard is
etched on his face,
ADVANTAGES
Attractive 2, Benefit 3 (Independently Wealthy,
Status—Celebrity), Connected, Contacts, Defensive
Attack, Equipment, Fascinate (Deception), Im-
proved Defense, Improvised Weapon 4, Inspire
SCAVENGERS
Innumerable social cast-offs, willing and unwilling, spreading across the planet
History: The world became more and more popu- effigy. They steal what they need to strengthen their
lated, every nook and cranny filling up with people communities as they dot the world, leaving only
searching to expand their cities, or hoping desper- misery in their wake. They work to make society
ately to escape them. The inevitable result of those more uncomfortable and feel more awkward. They
numbers would be so many more disenfranchised; will scavenge the corpse of society, feasting and
people lost in the cracks, discarded by the callous, surviving.
or born unable to fit in from the beginning. No
one doubted that these numbers would grow, but Resources: The Scavengers have as resources nearly
no one expected them to find each other, to come anything in the world that’s been discarded. Pristine
together as a community. But they did. or used, new or old, broken or whole, if it’s been
Not all of them, but enough of them. More than thrown away, it eventually ends up in the Scaven-
enough of them, drawn together by some...force of gers’ clutches. Especially if it’s even remotely useful,
need, nature, or nurture. There’s long been a theory either for one of their kit-bashers and innovations;
that super-powers develop in response to the inner for an intruder or lurker to use in stalking their
nature, or desire, of the person in question. Statisti- victims; or applied against a target as blackmail. Re-
cally, it stands to reason that some of these outcasts member, whatever you throw away as garbage, the
could develop super-powers, but if that theory is Scavengers will use against you as a weapon.
right, how could blank, hidden people develop pow-
ers?
The Scavengers are the result of whatever did
Campaign Use
The Scavengers are an international web of com-
erupt. They are the people who have vanished from
munities, filled with homeless, mentally-challenged
civilization by their own choice or not, hidden in
outcasts. They are innumerable and faceless, but
plain sight. They don’t care. They can see the truth
they’re utterly ruthless when it comes to anyone
from their position outside civilization’s rules. They
outside of their groups. They look like the typi-
can see that society is already dead. It died years in
cal homeless person, but they can recognize each
the past, and was now just a twitching corpse, cold
other on sight. They know who is and isn’t in their
and decaying. The Scavengers are proof of that, as
network. They’re almost a completely different race
their calloused brothers and sisters toss them aside
at this point in time. Worse, they have a pathologi-
without even giving them scraps to survive on. The
cal hatred of modern society, which they view as
Scavengers exist on the scraps that fall from the
terminally corrupt, decayed and wicked. They are a
table, but that wasn’t enough. As they grew closer
nihilist organization, but instead of actively bring-
and found each other in ever-greater numbers, the
ing down society, they see themselves as messengers
Scavengers decided that they would take from the
announcing that society has already fallen, and that
table. Not just scraps, either, but prime cuts now.
all it leaves behind belongs to them. They remain
They have found new levels of strength and power,
faceless, as that makes them a greater threat, and
and gained new goals in the process. Now they
their greatest abilities work in larger numbers. But
focus on showing the world that society is dead, that
there’s nothing wrong with a GM putting in some
humanity has lived past its usefulness, and that civi-
specific agents or leaders to give the players some-
lization is a desiccated husk fit only to be burned in
thing more particular to work against.
350 PG: TITLE:
SKILLS
Athletics 4 (+7), Close Combat (Unarmed) 3 (+6),
Close Combat (Choose one) 3 (+6), Expertise (Tac-
tics) 4 (+4), Intimidation 6 (+9), Ranged Combat
(Handguns) 4 (+8), Stealth 6 (+8), Technology 4
(+4)
ADVANTAGES
All-out Attack, Close Attack 3, Equipment 3, Fast
Grab, Grabbing Finesse, Improvised Weapons,
Power Attack, Seize Initiative, Teamwork
SKILLS
Close Combat (Jiggery-pokery) 3 (+4), Deception 6
(+6), Expertise (Kit-bashing) 6 (+12/+8), Investiga-
tion 4 (+10/+6), Ranged Combat (Jiggery-pokery) 3
(+5), Stealth 5 (+9), Technology 7 (+13/+9), Treat-
ment 4 (+10/+6)
ADVANTAGES
Beginner’s Luck, Close Attack 3, Defensive Attack,
Equipment 4, Improvised Tools, Inventor, Jack-of-
all-trades, Leadership, Ranged Attack 3
things I have to keep track of, and pass along to my sky-skis, one man airships that he and his crew use
past-time friends. No, the Venus de Milo doesn’t to move from the galleon (which tends to remain
have arms, the genuine one is missing; yes, Michel- hovering in the sky) to their target, or provide them
angelo really did paint the Sistine Chapel, we need maneuverability in combat.
to retrieve the artwork; no there’s only one Mona He wears his Moebius sash, which even I’m rather
Lisa; yes, there’s more than one Mona Lisa techni- jealous of. It’s a Moebius strip woven into a sash he
cally, but the one in the Louvre is the “official” one. wears around his waist, and so I’m doubly jealous:
And so forth. The man has style though, you can’t both stylish and functional. It keeps him from aging
get too upset at him. Just making my job all that as long as he wears it, and protects him from time
much harder. And those times when the good guys shifts that might otherwise wipe out his existence,
have to team up with the rakish criminal to stop a ensuring he never fears the effects his crimes have
greater villain? Few can deny they have fun with the on the past. The sash also gives him an awareness
time pirate. of the local time, as well as quick flashes of the
immediate few seconds to come, keeping him safe
Psychology: Second Hand Jim is a man of action, from danger. His weapons include his pi-tachyon
a rake, a rogue, and a very friendly guy when he’s pistol, or P-tach gun for short, which fires a bolt of
not trying to carve you out of time so he can escape energy that travels backward several seconds in time
with the Great Pyramid of Giza. He always has a to injure someone before they realize they’ve been
smile on his face, and he’ll always be on the move shot. Then there’s his planar cutlass, a sword with
if possible, with flourishes of his arms, or swinging its blade composed of another reality. Don’t think
through the rafters on a chandelier. If there isn’t a about it, it’ll just hurt your head. Just focus on the
chandelier, look again, because odds are good he fact that with it, he can carve away the possibilities
popped back in time a week ago to make sure there’s of his opponents, taking their abilities from them by
one for him to use. He’s nothing if not a showman. carving at their history. Super-strong? Not when he
He’s not greedy in the traditional sense, he just likes slices out that moment when you got hit with the
the pretty things that people say he can’t have, since nuclear waste. You see what I mean? It’s also able to
no is a word he’s unfamiliar with in our post-scarcity age a person, carving up the poor victim’s youth. He
time. He was stifled being a “mere” temporal engi- can even slice you out of time itself, making you a
neer, and has now found his true calling. He does temporal ghost by cutting you off from the current
have priorities and perspective, however. He’s in it second. He’s extremely capable with all these weap-
for the fun of the caper, and the admiration of a ons, being a skilled swordsman and pistoleer, an
lovely person, and in the face of genuine evil, can expert in temporal engineering and history, athletic,
be counted on to lend a hand. He’s actually not so acrobatic and quick-witted. Okay, enough praising
bad a guy in a pinch, just make sure the goodies are this guy. He’s a criminal, let’s all of us keep that in
locked down before he leaps back out of time again. mind.
Oh yeah, and he built himself a robot parrot.
Known Abilities: Second Hand Jim Gallows is an That’s just geeky cool.
average man with no superhuman abilities. Every-
thing comes from the advanced technology at his On the other hand: there is no other hand. There’s
disposal, disguised as classical pirate gear and garb. just Second Hand Jim, bopping across the branches
His galleon, the Zepolin (from Zero-POint LINer) of history in his Zepolin. It’s that sash of his, it
can fly through time and space, and harbors in his keeps him from showing up anywhere else. At least,
Tortuga of Time, a strange island of non-time sit- in the form of Second Hand Jim Gallows. One of
ting just beyond some hidden mathematical formula him is more than enough.
only Jim knows. The Zepolin also has a number of
356 PG: TITLE:
Campaign Use
Jim Gallows is the friendly rogue, the thief with a EQUIPMENT
heart of gold, and super-advanced technology to Vehicle—Zepolin (ZEro POint starLINer),
boot. He’s quick and smart, with an array of time- 20 equipment points
related powers that make him very hard to fight. Size: Colossal, Str 16, Spd 10, Tough 14, Def 2; Move-
ment 6 (Dimensional—Alternate timelines/parallel
His role in the campaign is to steal history out from earths, Limbo; Time Travel 3); Impervious Toughness 14,
under the heroes, or make raids on their current ranged Damage 12, ranged Damage 10 (Area—Burst 6,
time for valuables that perhaps the natives don’t Homing 2)
realize are valuable yet. He makes a great foil for
the heroes, especially those who are more roguish *Alternate Vehicle—Sky-ski, 1 equipment
characters themselves. He’s very reasonable, very point
relatable, and easy to team up with against a big- Size: M, Str 3, Spd 5, Tough 7, Def 10; Feature 1-Mul-
ger threat. He fills the cosmic prankster role, the tiple (5)
romantic entanglement role, and the cinematic thief
role just about perfectly. Headquarters—Tortuga of Time, 20 equip-
ment points
Size Gargantuan, Tough: 10; Features—Computer,
Adventure Seeds Concealed 2, Gym, Hangar, Holding Cells, Laboratory,
Second Hand Jim has made off with Helen of Troy, Library, Living Space, Personnel, Power System, Sealed,
Workshop
and now, there’s a whole myth missing from history,
and a city suddenly appearing in the Middle East, as
MINIONS
if they needed another reason to fight. How do the
TIKTOK the parrot (sidekick)
heroes handle getting her back, especially if she’s not
Abilities: Str -2, Sta 0, Agl 3, Dex 0, Fgt 3, Int
interested in going back to some callow youth like
2, Awa 4, Pre 0
Paris, when she can have eternity with her Jim?
Defense: Dodge 7, Parry 7, Fort 2, Tough 0,
Will 4
Timestream’s Eleven! Second Hand Jim is gather-
Powers: Flight 2 (Wings), Senses 2 (extended
ing up the greatest thieves of history to launch a
vision, low-light vision), Shrinking 8 (perma-
cunning spree that has to be accomplished in a
nent), Screech (Area-burst Damage 5, alt. effect
heartbeat. The heroes have to figure out who’s been
Area-burst Affliction 5-hearing impaired/dis-
recruited, what the targets are, and most impor-
abled/unaware)
tantly, Second Hand Jim’s true goal, since it can’t be
Skills: Close Combat (Talons) 4 (+7), Percep-
as straightforward as all this!
tion 6 (+10)
Offense: Initiative +3, Unarmed +7 (toughness
DC 13), Screech (Toughness DC 20/Fortitude
DC 15)
Twoccers
Joyride: Female, 18, 5’6”, 155 lbs., green eyes, straw-blond hair (when not dyed multiple other colors)
Metalsmith: Male, 17, 5’5” (7’0” in exo-suit), 160 lbs. (350 lbs. in exo-suit), black eyes, light brown hair
Really: Allison Pierce-Nelson (Joyride) and Jason most famous member was General John White-
Whitehorse (Metalsmith). Jason preferred to use horse, founder of the famous Second Chance Squad.
White as a surname Jason’s father was an U.S. Air Force major assigned
A part of: the Twoccers. This strange name comes to RAF Alconbury in Great Britain. The younger
from British slang for the crime Take With-Out Whitehorse was in his mid-teens by this point, and
Consent, and twoccers are people who do this tired of being dragged around the globe, never set-
criminal joyriding regularly. tling down or making real friends. Worse, he knew
Based out of: Cambridgeshire, England, to start; that his father was expecting the same career from
the Twoccers then hit the road, wandering all over his son, accepting assignments and transfers that he
Europe felt would impress Jason, all things that just made
Worked as: students, but quickly became petty
criminals and vandals
Active during: the Silicon Age
him more resentful. With such a strained relation- may not be long before they step up the brutality.
ship, Jason hid the mutant power he developed. No
need to heap “potential super-patriot” on the platter Psychology: Jason Whitehorse is a bitter young
of expectations. man with a big chip on his shoulder. He’s deter-
Allison Hyde-Pierce was the product of a broken mined not to become his father or grandfather, and
home. Her dad was an unemployable drunk and is well on his way. He’s completely unaware that his
her mother took every opportunity to sleep around family just wants him to be happy doing whatever
while her husband made love to the bottom of a he’d like to do. He’s convinced himself that they’ve
bottle. It was no small wonder that she made a habit already got him enlisted in the U.S. Air Force, and
of running away from home at an early age. It wasn’t expect him to become the next three-star gen-
like either of her parents noticed. She learned hard eral. Instead, he’s going to prove to them he’s not
lessons on the street, but quickly managed to read military material, getting a rush from lashing out
people and use them to her advantage. In hindsight at anything that might be construed as a positive
this was probably the first manifestation of power. military trait.
It was during this time she started to pal up to the Allison is cunning and manipulative. She knows
local air base personnel as a way to keep some of the that even without her power, she has honed her skill
nastier street scum off her back. She would decide in manipulating men expertly. She has grown hard,
what she’d trade away for what price, and keep it all first by parents who cared nothing for her, and later
for herself. Otherwise, why did she leave home? by the people on the streets who wanted her body
It was only a matter of time before these two for their own ends. She believes she’s an ice queen,
hurt souls found each other. They got into all sorts but really she’s a wildfire, extremely emotional and
of hooliganism (as the British call it): vandalism, making her meaner as a result. She wants plenty
petty theft, and fooling around with drugs. This last of money, so she can buy herself all the things she
moved on to a little fooling around with each other wants, when she wants them. Jason’s the only thing
as well; Jason quickly falling in love, and Allison that’s penetrated her shell, and she’s done the same
shocked to discover that she wasn’t completely using for him. The two of them view the whole world as
him. For once in their lives, they both started to feel the enemy, and they will do whatever it takes to
an emotional attachment. When the area buzzed help the other. If they have to retreat and leave the
with the arrival of an experimental exo-skeleton other behind, which is hard for them to do, rest as-
called Project: Metalsmith, Jason confided in Allison sured they’ll find a way to come back and rescue the
that he could enter the combat suit, fly it out appar- other at any cost.
ently empty, and the two of them could make it big
as a modern-day Bonnie and Clyde. Known Abilities: Jason has the ability to possess
Allison was amazed at the trust Jason showed machines and electronics, entering them in a ghost-
her, and she revealed her own power in return. So like state in order to make them do what he wants.
similar in nature, they knew they were meant to They are limited to whatever functions they nor-
be together, the two of them against a world that mally possess, and he can’t make them do anything
hated them. Within fifteen minutes of Allison rid- they normally couldn’t.
ing a junior officer with high clearance, the two of Joyride has the ability to possess another person,
them were hurtling away with bleeding edge USAF entering her victim intangibly to control them from
combat technology, and into history as teen ter- within, very similar to how her partner can “ghost”
rors Joyride and Metalsmith, the Twoccers. They’re into machines. The pair view the exo-suit as very
dangerous armed robbers, with a reluctance to kill valuable, and Jason has taught Joyride how to use it
so far, but the more crimes they commit, the more for when he’s away from it for extended times. [This
cocky and careless they get with their weapon. It is represented by her having the armor as Equip-
360 PG: TITLE:
ment in her Advantages, rather than a power-set; it’s the ropes, Metalsmith will start to move into nearby
just not as integral to her.] cars, store alarms, and similar in order to add to the
The Twoccers’ main combat abilities come from havoc, before attempting their escape.
the Metalsmith armor, which is equipped with
several experimental sonic weapons: a sonic beam
for a ranged attack and a sonic burst which deafens
Adventure Seeds
The children of the Second Chance Squad are disap-
anyone caught in its blast. The suit also has a vibro-
pearing, then turning up dead. Has Jason White-
knife that is especially suited to penetrate armor. In
horse gone off the deep end taking out a vicious
addition to the weapons, Metalsmith has a radio,
revenge on his family? Joyride comes to the heroes
extensor-coils for the arms, tough armor and the
insisting it’s not him, and that he’s been kidnapped
ability to fly at up to sixty miles per hour. Jason nor-
as well! Do they believe the young manipulator?
mally uses the exo-suit, and when on a caper, will
Who is behind the scheme and why?
only leave it to enter another device.
The exo-suit is in need of repairs, so the Twoccers
On the other hand: Jason and Allison fell into the
kidnap an expert roboticist and steal the materi-
influence of rival gangs. Each used their powers to
als he needs to do the job. The heroes race to the
gain control over their fellows, and make themselves
expert’s rescue- but he’d never be cleared to work on
the dominant force in their turf. By the time they
such a classified project, so he’s not very eager to be
finally met each other, it was nothing but oil and
saved!
fire. Hatred ensued, and their battles for control
over the street crimes of Cambridgeshire and farther
out in England have become legendary, leaving Customization Notes
dozens dead and injured and millions of pounds in
property damage. These two would seem doomed in
such a world, and when it happens, they’ll die alone
and unloved. I suppose they might be doomed on
this world, if such outlaw pairings from history have
anything to show us, but at least they’ll have each
other, and give the heroes only one target.
Campaign Use
The Twoccers are a modern-generation take on clas-
sic bandit partnerships like Bonnie and Clyde or
Butch Cassidy and the Sundance Kid. They’re not
quite as violent yet, but it’s only a matter of time,
and they use a military exo-suit instead of horses
or a car for transport. Interested heroes could still
reach the teens. They’re young and embittered, but
with a lot of work over a period of time, it could
be done. They have a genuine love for each other,
which gives them a certain level above mere crimi-
nals. If caught in combat, Metalsmith will draw
attention to himself as Joyride leaps from hero to
hero, sowing confusion. When the exo-suit is on
TITLE: PG: 361
WEST SIDE
Male, 19, 6’1”, 275 lbs., brown eyes, black hair
Really: Antwon Jones something meant to strike a person in every real-
A part of: the West Side Mafia street gang ity at once. Instead it did the reverse, and suddenly
Based out of: Bensenville, Illinois Antwon was filled with all his alternates. To the
Worked as: a drug dealer gangster’s delight, he discovered he could release
Active during: the Silicon Age those duplicates, creating his own army out of
himself. They might be surly and angry with their
Looks: West Side is a African-American male who current condition, but they could get along well
cultivates the fierce street gangster look, with black enough. Antwon could use this army to increase the
hair done up in cornrows, a chinstrap beard, and gang’s influence, and he took over their leadership
dark brown eyes under a heavy brow and several with very little resistance. Even street thugs can see a
piercings. He wears baggy pants showing the top good thing when handed to them.
of his underwear and the butt of a pistol, a simple
wifebeater t-shirt, and a bead bracelet around his
right wrist completes the look. Antwon added a tat-
too of a spider to his arm after developing his pow-
ers, using the webbing to represent what he can do.
Psychology: Antwon Jones is a smart man look- another duplicate run off in the opposite direction
ing out for number one first and foremost. He likes to increase the heroes’ confusion.
the power his reputation gives him, and enjoys the
luxuries that come with it. He’s the king of his own
little domain. He speaks in a high-minded man-
Adventure Seeds
A gang war has broken out and West Side is smart
ner, because it shows off his education and irritates
enough to convince his mob to stay uninvolved.
his gang. He doesn’t care because when something
Instead, he’s tipping off the heroes about rival lead-
bigger and better than the gang comes along, he’ll
ers, hideouts and activities. West Side is banking on
sell them out in a minute to make himself a bigger
moving in after the dust settles to pick up new terri-
fish. He doesn’t see how anyone would think like
tory and customers, and somehow, the heroes have
this toward him, a blind spot that could cause him
to take advantage of his intelligence while denying
trouble in the future, especially since his duplicates
him expansion.
all largely have the same opinion.
One of West Side’s duplicates has managed to sneak
Known Abilities: Antwon’s body contains many
away, and now he’s reached the heroes. He insists
parallel Earth versions of himself, and he can release
he’s been kidnapped from his own Earth, and wants
up to eight of them at a time to help him out. Well,
to be free. The heroes finally get a chance to learn
if he can get them to cooperate; they are fully-real-
the source of his power, and maybe how to undo it,
ized versions of himself with lives they were ripped
but does this duplicate Antwon have some other ace
away from, so they can sometimes be rather surly
up his sleeve?
to their “host”. If he can get them to work together
however, then West Side becomes incredibly dan-
gerous in a fight, since they all use similar fighting Customization Notes
styles and can anticipate each other without even
trying.
Campaign Use
West Side is a product of the streets. He can go
from cunning and clever one moment to angry and
belligerent the next if he feels he is being jerked
around or disrespected. If engaged in combat, West
Side will create as many duplicates as possible and
use his Shoulder to Shoulder ability to concentrate
firepower. If the fight goes against him, he will leave
his duplicates to fight while he escapes, often having
TITLE: PG: 365
WHUTOR
Male, Age unknown, 6’0”, 275 lbs., mottled green eyes, wiry black hair
Really: Whutor even grander scale.
A part of: no criminal organization Whutor gained experience as a bounty hunter,
Based out of: his personal starship fueled by the growing lust in his heart for the chase
Worked as: a bounty hunter followed by the final fight. The universe was his
Active during: the Silicon Age hunting ground, but he quickly found himself get-
ting bored, seeking bigger prey and more challeng-
Looks: Whutor’s race seems insectoid at its base, ing jobs. Dangerous exotic animals, aliens and indi-
but is stocky and heavy. Thick chitinous plates cover viduals became his stock in trade, and then someone
a muscled humanoid shape. He lacks the mandibles out there pointed him at a bounty on some little
you’d expect to see, but instead has ridges running out-of-the-way planet called Earth. Whutor discov-
from the bridge of the nose to his chin with deep- ered the pinnacle of his career: superhumans of all
sunk almost human eyes. Whutor does not wear shapes and powers. He’s never looked back.
clothing but sports a battle harness for his pouches,
blades, stun grenades and anything else he needs.
He carries a large mancatcher-like device that looks
as nasty as the rest of him.
Psychology: Whutor is considered scum, by his if he can catch multiple targets. He’ll follow up with
own people and even his employers. He has no a mix of electro-stun strikes, teleport attacks and
honor, lacks any concept of a fair fight, and is happy jumping around the battlefield with his own tele-
to shoot an opponent in the back rather than face- porting to keep the heroes off-balance. Once he has
to-face combat. He does keep loyal to the letter of his selected target, he’ll teleport them back to his
his contract, but plenty who’ve hired him have seen starship with him.
that bite them back. Whutor’s a deviant who gets
his kicks from the hunt, and the capture (or kill, he’s
not picky despite calling himself a ‘bounty hunter’),
Adventure Seeds
An alien prince has fled to Earth seeking help from
with the cash just giving him the chance to do what
its heroes. He’s is being forced into a marriage to a
he loves. His biggest pleasure comes from gloating
cruel Marquessa, and hopes they can help him stop
over his fallen foe.
her and save his people. The Marquessa has hired
Whutor to retrieve her groom-to-be, and the hunt
Known Abilities: Whutor is a skilled hunter and
is on for the heroes to find the prince and stop the
slaver who excels in the use of his custom mancatch-
hunter before Whutor can find him and drag him
er, as well as other more typical weaponry. Whutor’s
back!
mancatcher features an electrical stun that arcs to
anyone trying to rescue a stunned victim. The man-
A top military researcher has been kidnapped, and
catcher can also release an anaesthetic gas, a potent
the clues being gathered seem to point to Whutor.
x-ray laser, or a transmatter beam that can target
Who hired Whutor to capture some Terran sci-
others or teleport Whutor in a particularly danger-
entist? What does the researcher know that could
ous hit-and-run attack.
be important to the stellar community? Is there
some other secret the victim is hiding? Then there’s
On the other hand: Whutor could have learned the
Whutor: why did he agree to such a simple job? Is
proper lessons after surviving his family’s destruc-
he actually behind it, and if not, who would want to
tion, turning his people from devastated pockets of
frame him?
resistance against the Tero, and uniting them into
a victorious army. Now, Whutor rules a powerful
empire, ever-expanding in order to find newer, more Customization Notes
interesting victims for the gladiatorial arena that the
alien emperor lives for. And Earth seems just ripe
for the plucking.
Campaign Use
Whutor is a relentless pursuer with plenty of skill
and power to back him up when it counts. He’s
smart and cunning, and should provide a difficult,
dangerous foe for a group of heroes. He’s also a plot
device for getting the group out into space, or onto
an alien world. He’s a mercenary in every sense of
the word, and famed for sticking to the letter of his
contract, something smart heroes can use to their
advantage. When engaged in combat, Whutor uses
starts with the laser from ambush, then tests his gas
368 PG: TITLE:
APPENDIX: Toys
What good would mad scientists be without crazy Blockbuster Gloves (5 pts, Variable rank 1)
contraptions and diabolical doomsday devices? Damage 3 (Str-based; Reach 2)
Villains such as Doctor December, Von Ärgers and
Dare Devlin of the Buzzbomb Gang make wide use These marvels of science increase the size and den-
of these gadgets. While this far from comprehensive, sity of the wearer’s fists, giving incredible punching
it provides a few ready-made options if you need power and a greater range.
them. Some of the good guys might find a need to
use these too; at least a more heroic version. Boardroom Special (11 pts) ranged Damage 8
(Subtle 1, Easily removable -6)
360° Visor (3 pts, Variable rank 1)
Senses 3 (Danger Sense, Radius—Visual) This completely innocuous-looking briefcase can
quickly be snapped open and configured into a
Favored by thieves who rely on state-of-the-art blaster rifle. Favored by high-tech terrorists and
equipment for their work, the visor allows a full criminals who need to enter a location without
range of vision around the wearer to prevent sur- arousing suspicion.
prises.
Bouncing Bomlet (13 pts, Variable rank 3) ranged
Balloon Thruster Bomb (24 pts, Variable rank 5) Damage 6 (Ricochet 3; Easily removable -8)
ranged Damage 10 (Area—Burst for 6 ranks, Hom-
ing 2) This powerful micro-bomb is encased in a round
rubber ball that can be bounced around corners or
This deceptively simple device is a silent terror. into other hard-to-reach areas.
A small balloon is attached to a explosive bomb,
equipped with compressed air thrusters that guide it Brainstorm Helmet (3 pts, Variable rank 1)
to its target. Quickness 6 (Limited to mental tasks)
Blizzard Generator (27 pts, Variable rank 6) This helmet allows for rapid mental thought, a must
Environment 13 (extreme cold, extreme impede move- for the mad genius who needs to perform complex
ment, visibility -5) calculations quickly.
Activation—Standard action, Technology Check DC 20
Required, Limited—Must remain in location
Electro-field Generator Suit (25 pts, Variable rank
This room-sized device generates a massive blizzard 5) reaction Damage 5 linked to Protection 5 (Sus-
that can blanket a 120-mile area with freezing snow tained)
and ice. It is a great way to completely immobilize
a region, disrupting travel, communications and This rubber suit is criss-crossed with electrical wires
economy. and a small tesla coil generator on the back. The
electrical field that surrounds the suit provides the
wearer protection and causes damage to anyone
who comes into physical contact with it.
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Madness Gas (12 pts, Variable rank 3) Wrist Rocket Launcher (10 pts, Variable rank 2)
Illusion 5 (visual and audio; Alternate resistance—Forti- ranged Damage 4 (Multiattack; Diminished range
tude, Area—Cloud; easily removable -8) 1, Inaccurate 1)
This small aerosol contains a powerful psychotro-
This metal wristband is studded with several small
pic gas, causing powerful hallucinations in anyone
micro-rockets. They are inaccurate with limited
caught in the spray.
range but a great distraction if someone needs to get
away, or if they need to attack several melee oppo-
Mind Klaxon (30 pts, Variable rank 6)
nents at once.
Nullify 6 (mental powers; Area, Broad, Sustained)
The Mad Assistant (32 Power Points)
This wavelength generator sends out ultrasonic
Abilities: Str 2, Sta 2, Agl 0, Dex 1, Fgt 2, Int 1,
vibrations that interfere with mental concentration.
Awe 0, Pre -1
It is especially devastating against mentalists.
Defense: Dodge 2, Parry 2, Fort 2, Tou 3/2, Will 0
Equipment: lab coat, heavy pistol. Advantages:
Nano-Medic (28 pts, Variable rank 6)
Equipment 2.
Healing 9 (Energizing, Persistent, Resurrection,
Skills: Athletics 4 (+6), Expertise: Technician 4
Limited—Self Only)
(+5), Expertise: Criminal 2 (+3), Expertise: Science
4 (+5), Expertise: Current Events 2 (+3), Technol-
Powerful nanotechnology in the owner’s body grants
ogy 4 (+5), Perception 2 (+2), Vehicles 4 (+5).
them amazing recuperative abilities beyond any-
Offense: Init +1, Unarmed +2 (Damage 2), Pistol
thing capable with modern medicine. Favored by
+1 (Ranged Damage 4).
villains who get beat up a lot, or those who would
prefer that their enemies believe them dead.
These are the smart lackeys in the supervillain com-
munity. Blessed with some education and technical
Rigged Blaster (11 pts, Variable rank 3)
know-how coupled with a criminal record, these
Damage 5 (Area—Burst, Triggered after 2 rounds)
men and women are found helping out science-
based villains, usually with the promise of money or
A dirty trick. This booby trapped weapon is favored
power as a reward. However, some do this for the
by villains who constantly have things taken from
sake of satisfying their own curiosity.
them. The weapon’s trigger acts as a dead man’s
switch. Once released, the weapon primes itself and
then detonates one round later, usually in the taker’s
hands.
Abbie Gibbons 321-324, 330, 332 Brian Kettering 87-88, 91-94, 256
Abigail DeMint 78 (Sky Wave)
Aiyana Skydancer 123,125-131,159 Built Under Budget 107-108, 112-113,
Alexander Jacobson 298, 322, 337-339 (B.U.B.) 121
(Dr. Colony) Buzzbomb Gang 11, 30 46-52, 369
Alice Finks 29-30, 59-60 Calvin Marting, Dr. 107, 114-116
(Lady Pendergrass) Catherine DeMarco 298, 305-307
Alik Popov 155-157 (La Diabolica)
(Polkovnik Oktober) Cesar Cardoza 249-250, 276-278
Allison Hyde-Pearce 358-362 (Icepick)
(Joyride of Twoccers) Chucky Tervil 24, 26, 162
Ama-no-Murakumo-no- 74 (The Devil Dog)
Tsurugi C-MDO2 269-271
Angelo Donati 167, 181, 183, 188- (CommanDOA)
(Angeldust) 190, 195-199, 240- Cody Haynes 11, 13, 22, 32, 34-
242,266, 279-280 (Cowboy Commando) 38, 46-47, 246
Antwon Jones 363-365 Cold Iron 149-151
(Westside) Cole Haynes 239,246-248, 253,
Aquarians 166-186,188, 195, (Cyber-Commando) 269-270, 329
224, 231 Command Truck 108
Bai Leng 325-327 Damarcus Rodden 334-336
(Bai Ji Guan) (Brickyard)
Bart Sinclar 77-79 Daniel Culver 13, 53-55, 57, 98
(Second-Story Man) (Dart)
Battlefield-Reactive At- 253, 260-264 Danita LaCroix 282-288, 317
tack Tactical (Scatterbrain)
(Army B.R.A.T.) Danni Cipher 7-9, 297
Beacon I, II, III 124, 135, 167, 169, Danny Arkansas 346-348
171, 174, 177, 180, (Rockstar)
183-184, 188, 191 Davia Jennesherra 205-209
(Davi Jones)
Bess Summers 343-345 David Garvin 282-288, 317
(Micro Mini) (Scatterbrain)
Betty Fortin 282-284, 317 Deion Hiller 298, 314-316, 334-
(Scatterbrain) (Skyscraper) 336
Bob the Mook 278 Devlin O’Caine 46-51, 369
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